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Manual
Tornado 1993, Digital Integration

Tornado - Manual

CONTENTS
--------

INTRODUCTION
FINDING YOUR WAY AROUND THE MANUAL
GETTING STARTED
  The Main Screen
  The Tornado User Interface
  Options / Exit buttons
  Preferences
  Explore
  Review
  Logs
  The Quickstart Users Guide
FLIGHT OPTIONS
  Simulator
  Training
  Combat
  What Happens now?
THE MISSION SELECTION SCREEN
  The Situation Menu
  Other Options Available
THE MISSION PLANNER
  Introduction
  Section 1 - Using The Mission Planner - Basics
  Section 2 - Planning Your Own Missions
  Section 3 - Command Level
DEBRIEF
ELEMENTARY FLYING TRAINING
  Introduction
  Starting The Simulator
  Flying The Autopilot And Reading The HUD
  Level Turns And Autotrim
  The Autothrottle
  Stalling
  Wing Sweep
  Automated Landings
  Taking Off
ADVANCED FLYING TRAINING
  Introduction
  More About Flaps and Slats
  Terrain Following (IDS Only)
  Maps, The MFD And The Tab Displays
  Setting Up Your Own Approach And Landing
  Manual Approaches
  Landings And Wind Direction
  Landing Damaged Aircraft
  Emergencies
  Spins And Spin Recovery
EXTERNAL VIEWS
WEAPONS CONVERSION
  Air To Ground
  Weapons Training In The Simulator
  Air To Air
AIRCREW NOTES
  Cockpit Layout
  Avionics Reference
  Useful Checklists
REFERENCE
  Glossary And Abbreviations
INDEX


INTRODUCTION
------------

Welcome  to  Tornado  -  the most comprehensive home computer combat flight
simulator  to  date.   Some  of  you  will  already  know a good deal about
aircraft and how to fly them, and some of you will be learning these things
for the first time.  We have tried hard to cater for both types of user and
to  design  a  product of considerable entertainment and educational value.
Do  not  be  overwhelmed  by  the huge manual.  This is an immense product.
Options  range  from  no-nonsense  Quickstart  to  the multi-aircraft multi
mission  campaigns,  with  exercises  in the simulator to prepare you for a
range  of  combat  options  unsurpassed  by  any other product.  It is only
possible to begin to appreciate the depth of Tornado after several hours of
intensive  use.   We  expect you to continue to discover new aspects of the
product for months.

Everybody,  regardless  of experience level, should start by looking at the
separate  Technical  Supplement.   This gives details of how to install the
software,  and  describes  any differences between the version supplied for
your machine and the PC-compatible version upon which this manual is based.

Tornado  is  a  remarkably  complete simulation of the Panavia Tornado GR.4
Interdictor / Strike (IDS) and F.3 Air Defence Variant (ADV) aircraft.  The
GR.4 will be the upgraded RAF version of the Tornado IDS currently flown by
the RAF, the German, Italian and Saudi Arabian air forces.  If you followed
the  air  war in the Persian Gulf, you will know that this was the aircraft
given  the  job  of keeping the Iraqi air force on the ground by destroying
its  airfields.   Its  purpose  in  life  is  to  penetrate deep into enemy
territory  by  flying  as  low as possible as fast as possible, and deliver
even  the  dumbest  of  "dumb" bombs with pinpoint accuracy.  It can do all
these things even at night, in thick fog.  At low level, in the environment
it was designed for, it is the fastest aircraft in the world.

The  Tornado  ADV  is  in  service  with the RAF and Saudi Arabia.  It is a
modified  version  of the same airframe, equipped to serve as a long-range,
long-  endurance  two  seat  interceptor.   It  has  a  more powerful radar
optimised  for  air  to-air fighting, and carries medium-range radar-guided
missiles.   As  the name Air Defence Variant suggests, its intended role is
to  defend  rather  than  attack, and it is normally expected to do this by
shooting  down  enemy bombers.  It shares the all-weather capability of the
IDS version, but unlike the IDS it cannot terrain-follow.

This level of performance demands a very sophisticated aircraft.  Even with
a crew of two, there is so much to do, and the situation can change so fast
that  most  of  the  time  the  aircraft  is  flown  by  an extremely smart
autopilot.   You  are about to step into the shoes of two very hard-working
aircrew.   But  even  if  this  is the first flight simulator you have ever
bought,  do  not  despair.   You  do  not have to do it all at once, and we
provide flight training from absolute beginner level if you need it.

Simulating  such a complex aircraft was not easy.  It involved a phenomenal
amount of research and design but the degree of authenticity achieved would
not  have  been  possible without the assistance of the Royal Air Force and
British  Aerospace.   We  have done everything we can to provide a detailed
and  accurate  simulation  of  the aircraft's systems and flying qualities,
with  the  invaluable  help  of  many  RAF  Tornado  aircrew.  We have also
provided  a  level  of  visual realism, density and detail which breaks new
ground  for  a  home  computer  simulation,  but even this is only half the
story.

Precise  automatic navigation demands precise and detailed flight planning,
and  our  mission planning system is in many ways far in advance of the one
the  RAF  uses  at  present.   This  is  no  reflection upon the people and
organisations  who  developed  the system in use - we have the advantage of
nearly  ten years of explosive technological progress since that system was
designed.

Within  the  last  few  months of Tornado's development, the UK Ministry of
Defence  has  issued  a  development  contract  for  a new mission planning
system,  to  be used for the Harrier GR.7 and potentially the Tornado GR.4.
It  is called AMPA (Advanced Mission Planning Aid), due to be in service by
early  1995,  and  the  published  description (in Flight International, 20
January  1993)  sounds  eerily  familiar  to  those of us who specified and
developed  Tornados  mission  planning system.  There is no question of one
being  a  copy  of  the  other - we simply came to very similar conclusions
about  what  is  possible  and  desirable to do with the available computer
power.  But you don`t have to wait until 1995.

We  never  intended  or  presumed  that  this project would attract serious
attention  from  the  people  who  get  to  fly  the real thing or from the
aerospace  Industry,  so  we  were highly gratified when it did.  This same
product  is  now  under consideration for professional groundbased training
applications  and  we  are  delighted that our efforts are being recognised
outside the entertainment market.

Unlike any of our previous simulations, Tornado is designed to be the first
of  many  new  leading-edge  products.   We haven't succeeded in putting in
everything  that we wanted to no shortage of ideas - just time.  These vast
projects  involve an unbelievable investment in man power and equipment and
sooner or (usually) later, we have to get the product published in order to
fund the next one.  But we do what we enjoy most and we hope it shows,

Thank you for purchasing Tornado - we hope you enjoy it.

The Tornado team

FINDING YOUR WAY AROUND THE MANUAL
----------------------------------

All  users  should  check  their  Technical  Supplement  to find out how to
install and start this software.

This chapter covers two main topics:  one is the "Front-end" of the program
which  among  many  other  things lets you create logs, select missions and
plan  them;  the other is the aircraft, how to fly it" how the weapons work
and how to use them.

Chapters about the "Front-end"

Chapters  2 to 6 are the ones which describe the "Front end" Everyone needs
to  read them, and most of them are short chapters.  The chapter describing
the Mission Planner is the longest in the manual, but you only need to read
the first third of it to start with.

Chapter 2 - Getting Started

This  describes  what  you see on the opening screen and how to use it.  It
tells  you  how  to start an automatic demonstration, or use the Quickstart
option  to  leap  into  combat at a single bound.  It also describes how to
configure  the software for your machine, set up selectable options, create
Pilot   logs  and  use  the  Explore  and  Review  modes,  which  are  good
entertainment in themselves

Chapter 3 - Flight Options

This  chapter  covers the screen you reach by clicking on the large "Flight
icon  on the first screen.  There are three basic flight modes:  Simulator,
Training  and  Combat; and there are four different varieties of the Combat
Option:   Mission  Campaign,  Command  and Two-Player.  All the options are
briefly described

Chapter 4 - Mission Selection Screen

This  is  where  you make your choice about what you are going to do within
the  Flight  or  Combat  option you selected, and (for the Combat options),
which of the three possible War Zones you are going to fly over.

Chapter 5 - Mission Planner

This  is  a  monster  of  a  chapter  because the Mission planner is a very
powerful  and sophisticated piece of software.  The chapter is divided into
three  self  contained  sections, and the user who just wants to fly preset
missions  for  the  moment  can  get all that is required from the first of
these.

Chapter 6 - Debriefing

This  brief chapter covers the report you see at the end of each flight and
what to do about it if you don't like it.

Chapters about tHe Aircraft and Weapons

These are mainly long chapters covering many topics - if you are new to the
subject  there is a lot to learn.  Experienced pilots can do a good deal of
skipping.   and try to pick up what they need by using the Aircrew Notes in
conjunction with the Index.

Chapter 7 - Elementary Flying Training

This  chapter  is  mainly  for  the benefit of users who know nothing about
aircraft  or  flying,  including  those  who  have never had to worry about
stalling  or  overspeeding before.  If the aircraft refuses to fly or keeps
shaking  itself  to pieces around you and you cannot work out what is going
on,  grit  your teeth swallow your pride and start here.  This chapter also
covers automatic landings and taking off

Chapter 8 - Advanced Flying Training

Large  parts  of this chapter build on the previous one to take a novice up
to  a  level  where  he or she can manoeuvre the aircraft freely, set up an
approach  and  land  with  a  minimum  of automatic help.  Some of the very
powerful  navigation systems and avionics of the Tornado are also described
and the chapter concludes with a section on emergencies, including the spin
recovery drill

Chapter 9 - External Views

This  very  short chapter describes the rich and flexible optionsfor out of
aircraft views of yourself and others.

Chapter 10 - Weapons Conversion

This  chapter  should be required reading for everyone, though real Tornado
pilots will be able to skim through it.  They will find a few omissions and
simplifications  of  the  systems  they know most other users will be faced
with  concepts  and  weapons they may never even have heard of before.  You
will never be truly effective until you can use all the possible weapons in
all the possible modes, and you will not be able to do that unless you know
this material, one way or another.

Chapter 11 - Aircrew Notes

This  is a summary description of the aircraft instruments and avionics.  A
very  experienced  user  may be able to get most of what he or she needs to
know  from this chapter in conjunction with the Control Summary card, using
the  Index  to find detailed descriptions where more explanation is wanted.
Once you know roughly what is available, you can use this chapter for quick
reference

Chapter 12 - Reference

This  gives  drawings  and  basic  data  on  aircraft, vehicles and weapons
appearing  in  Tornado.   Know your enemy - and your allies.  We should add
the  Disclaimer  that  we are not trying to re-fight the Cold War; we chose
CIS  equipment  for  the  "orange"  forces  because  most  of these systems
correspond  neatly, one to one, with "blue`s" Western equipment.  As far as
we  are  aware  all  the  CIS  equipment which features in Tornado is being
actively  marketed  to  the  world  at  large,  so "orange" could be almost
anybody.  Just add your favourite dictator and stir.

GETTING STARTED
---------------

The Main Screen

All  users  should consult the separate Technical Supplement for details of
how  to  install  and run Tornado on their particular type of computer.  If
you  find  differences  between  what  is described in this manual and what
appears on your screen, check with the Technical Supplement.  Once you have
started  the  program  and the title sequence has finished, you should find
yourself  looking  at  the  Main  Screen  the  "Front End" of Tornado.  The
overall structure of the program is shown opposite in diagram 2 1.

The Flight Icon

The  Main  Screen  is  dominated by the large triangular icon in the centre
labelled  "Flight" Do not do this straight away, but if you place the mouse
pointer over this icon and click the left mouse button it will start you on
the  normal  path  to the aircraft, through further stages of selection and
mission  planning.   The  stages  in  this  path are explained in two short
chapters; "Flight Options" and "The Mission Selection Screen"; and one very
long chapter on the Mission Planner

Below the Flight icon are two smaller rectangular icons labelled "Demo" and
"Quickstart".

The Demo Icon

Clicking  on  this  icon  changes it into a panel of separate buttons, each
labeled to describe a different kind of demonstration display.  If you want
a  demonstration  of  Tornado,  place  the  mouse pointer over one of these
buttons  and  click  the left mouse button.  After a pause for loading, the
demonstration  will  start.   When you have seen enough, hold down the Ctrl
key and press Q to return to this screen

The Quickstart Icon

The  Quickstart  options  will put you straight into the cockpit, in flight
and  in  action.   Though  there  is  a vast depth of gameplay available in
Tornado  through  the Mission Planning functions, not everyone will want to
go  through the whole process every time - and however keen you are it will
take  time  to  learn  how to use the Mission Planner.  Quickstart lets you
bypass the planning process and the need to take off or land.

Just  like  the  Demo  icon,  the  Quickstart  icon changes into a panel of
buttons  when  you  click  on  it.  Four choices are offered, easy and hard
variations  on  air  to air and air to-ground combat.  Click on the one you
want,  and  you  will  find  yourself  in  the cockpit, in the thick of the
action.   The  Air-to-ground  options  put  you  in  the  cockpit of an IDS
(Interdictor/Strike) Tornado, with a payload of bombs, while the air to-air
options  give  you  a  Tornado  ADV  (Air Defence Variant), the interceptor
version, armed with air to air missiles

Before  you try out Quickstart, read the section at the end of this chapter
which  attempts  to put over the absolute minimum you need to know to avoid
instant  frustration.   The  Easy Quickstart options make you immune to the
enemys  weapons  and most of the consequences of hitting the ground, but it
is still entirely possible to destroy or cripple the aircraft if you do not
know roughly why and how to use the wing sweep system.  The weapons systems
are  also  realistic,  and  do not have the magical properties you may have
come to expect If you want hits you are going to have to work for them

The Tornado User Interface

Most  computer users should be able to handle our point-and-click system at
a  glance,  but  we do use a few novel conventions we have invented for our
own  purposes.   Here  we  will  try  to  explain how the system works from
absolute  basics  upwards.  Experienced users should bear with us - some of
this will be new to them as well.

Pointing and Clicking

The  front-end  of  the  Tornado  system  (that  is, everything outside the
cockpit  of the aircraft), is designed to be controlled exclusively by your
mouse.  The only time you will need to use the keyboard is to type in names
when  creating Pilot logs.  To activate a function, you just move the mouse
over  your  desk  to  place the mouse pointer symbol on the screen (a small
upright cross) over an icon or a button (both are defined below), and click
the  left button on the mouse.  The right mouse button is only used to move
about and change zoom levels on the Mission Planner Map.

Icons and Buttons

Icons  are  picture-symbols with borders around them, like the Flight, Demo
and  Quickstart  symbols  on  the  Main Screen.  Buttons are small outlined
panels  with text in them, like the rectangles marked "Options " and "Exit"
in the lower right corner of the screen.

Sometimes  clicking  on  an icon or a button will cause an immediate action
sometimes  the icon will subdivide into smaller icons (or buttons) to offer
you more choices, and sometimes it will call up a window (see below), which
may display text and/or contain still more buttons.

Many  buttons  will  change colour when you click on them, to indicate that
the  function  or option they control is selected (switched on).  Sometimes
you  will see a row or column of buttons, only one of which may be selected
at  a  time - these are often called "radio buttons".  Most of the time the
text on the buttons should tell you what they mean and what they do.  If it
is  not  oblious, check with this manual.  If a button disappears after you
make a selection, it is because that button`s function is now irrelelant or
inappropriate.

There  are  two  special types of button which are peculiar to Tornado; the
Cycle button and the Figure button

Cycle buttons

A  Cycle button is a space-saling substitute for a bank of "radio buttons".
It is a small square button with a circle/arrow symbol in it, always placed
to  the  left  of  a  short  text  panel  describing  an option or a state.
Clicking on the Cycle button changes the text, selecting a different option
or  state.   Up  to  four  different  options may be selectable by clicking
repeatedly on a Cycle button.

The  first  Cycle  button  you  are  likely  to encounter is the one on the
Preferences screen (see below)

Figure buttons

Figure  buttons  are  provided where you need precise control over a figure
(usually  a  time,  a  speed  or  an  altitude).  The digits of the figure,
sometimes  grouped  together, will be outlined to mark them as buttons.  To
change  the  figure,  click  on  the  button  showing  the digit(s) you are
interested  in.  This will cause two further buttons to appear, marked with
arrows,  one  above and one below the digit(s).  Click on the arrow buttons
to  change  the  figure  up  and down by one; click and hold down the mouse
button for rapid change.

When  you  change  a  digit up past 9 or down past 0 the next digit up will
also  change up or down, even though it is not selected.  You can instantly
select  another  digit  to  change  by clicking on it, or dismiss the arrow
buttons by clicking again on the selected digit itself.

Windows

These  are independent superimposed panels (like small inset screens within
the  larger  screen)  showing  text, or groups of related buttons, or both.
Each  has  a  specific  purpose.  You will find most of them in the Mission
Planner,  though  they do occur elsewhere.  All the windows you will see in
Tornado  have  a title Bar, which should usually explain what they are for.
Any window may be moved (dragged) anywhere on the screen by clicking in the
Title  Bar  and  holding down the mouse button.  Moving the mouse will then
drag  an  outline of the window across the screen.  When it is in the place
where  you want it, release the mouse button and the window will be redrawn
in its new position.

Most  windows also have a Close box.  This is found at the left-hand end of
the Title Bar.  Clicking in the Close box will close the window, causing it
to  disappear.   Some windows do not have a Close box, either because there
is  no reason for closing them or because they are telling you something it
would  be unwise to ignore, like the Problems window in the Mission Planner
which tells you when your flightplan is risky or outright suicidal.

Windows  can  lie on top of one another, partly or totally overlapping.  If
the  one  you  want  is  behind another, just click in the Title Bar of the
window  you  are  interested  in  to put it in front.  On the PC version at
least,  you  can  choose  whether  the  windows  themselves  are  opaque or
semi-transparent (see the preferences option below).

OPTIONS.../EXIT BUTTONS

In the bottom right corner of all screens (except when flying, exploring or
going through a recognition review) is a pair of buttons, marked "Exit" and
"Options"  If  you click on "Exit" you will go back to the previous screen,
or  if  you are on the main screen (the first screen), you will be asked if
you want to quit the program.  Whenever this button is shown, the option is
always available, and you can use it without incurring penalties.

The upper of the two buttons, marked "Options" works in a different way. If
you click on this and hold down the mouse button, it will expand into a menu
showing the following options;

System       Allows you to quit the program immediately
Preferences  For fine-tuning the program for your equipment
Explore      Lets you explore any map as a disembodied eye
Review       Shows all military aircraft and fighting vehicles
Log          For creating, selecting or reviewing Pilot Logs
Cancel       Does nothing - the safe option!

When  the menu first appears, the "Cancel" item is under the mouse pointer.
Keep  holding  the  mouse button down and move the pointer up and down over
the  menu.   You  will  see  that  each  item is highlighted in turn as the
pointer  moves  over  it.   Move  the  pointer  back down over "Cancel" and
release the button.  The menu collapses back into the "Options" button, and
nothing  else  happens - which is just what the "Cancel" option is supposed
to do nothing.

All  the  items  in  this menu work the same way; click on "Options..." and
hold  down  the  button,  move  the  pointer  till  the  item  you  want is
highlighted, and then release the button.

The "System" and "Cancel" options do not really need explaining.  The other
options  are explained in the following sections.  Several of these call up
screens  which  themselves  contain  the  "Options..."  and "Exit" buttons.
Clicking  on  "Exit"  from  any  of  these  will return you to the previous
screen.

PREFERENCES

This  screen  allows  you  to  preset  various  optional  features  of  the
simulation,  to  select  sound  hardware where appropriate, and to turn the
title  music  on and off.  Many of these switches are provided to allow you
to cut down on detail and improve speed, if you think that your computer is
running too slowly - it takes a fast machine to run Tornado at a high frame
rate if all the options are turned on.

The  switches on this screen divide into three groups.  One of these groups
almost  exactly  duplicates  the  switches  avaIlable  in  flight using the
Kneepad  (Look  Down)  View,  and  is  mainly concerned with setting up the
simulation environment.  On the Kneepad, you switch options by pressing the
number keys on the top row of the keyboard, here you point and click.

Simulation Preferences

Visual Range

In  your  outside  views,  nothing will be drawn beyond the selected Visual
Range, which is given in miles.  Click on a figure to select it.

                 More <---  DETAIL  ---> Less
                 25   20     15      10   5
               Slower <---  SPEED   ---> Faster

Ground

This  switch  will turn on or off most of the groups of trees and the field
patterns  we  have  provided to give a true sensation of speed and depth in
low-level flight

                 More <---  DETAIL ---> Less
               Textured                Plain
               Slower <---  SPEED  ---> Faster


Hills

We  chose  not  to  use the currently-fashionable Gouraud shading effect to
represent  undulating landscape.  This looks very good in the distance, but
makes it nearly impossible to judge your height above ground by eye because
close  to  the  aircraft  the shading degenerates into an unstable shifting
mass  of  colour.  Instead, when this switch is set to "Textured" the faces
making up the hills will subdivide into smaller counter-shaded faces as you
approach  them.  This may not look as flashy, but it is stable, and it lets
you  judge  depth  and distance well enough to terrain follow manually - if
you are up to it.

                  More <--- DETAIL ---> Less
                Textured               Plain
                Slower <--- SPEED  ---> Faster

Horizon

This  allows you to choose between a smoothly graduated horizon (Faded) and
a plain blue sky ("Plain").  Click on the option of your choice.

                  More <--- DETAIL ---> Less
                 Faded                 Plain
                Slower <--- SPEED  ---> Faster

Sky

This  switch  allows  you  to  turn the thin layers of individual clouds on
(textured) or off (Plain).  The overcast effect (a thick solid cloud layer)
will not be affected

                  More <--- DETAIL ---> Less
                Textured               Plain
                Slower <--- SPEED  ---> Faster 

Ironwork

This  peculiarly-named  switch  controls  whether  you will see the cockpit
canopy  framework and the brackets supporting the Head-up Display.  Turning
this  switch  off  will  speed  up  the  frame  rate considerably on slower
computers.

                 More <--- DETAIL ---> Less
                  On                    Off
               Slower <--- SPEED  ---> Faster


Control Device

This  switch  allows you to select which of a range of possible devices you
will  use to fly the aircraft.  Click on the Cycle button repeatedly to see
the  range  of options available, then leave the desired option showing the
options available will differ from one computer to another; those described
here  apply to the PC version, but users of ALL machines should check their
Technical Supplement for changes:

Keyboard 1 Pitch and roll control by numeric keypad / cursor keys.  Control
input  increases  the  longer you hold the key down, but returns to neutral
when the key is released.

Keyboard  2  Pitch and roll control by numeric keypad/cursor keys.  Control
input increases the longer you hold the key down.  When you release the key
the  control input stays at its last level - if you want to stop rolling or
pitching you`ve got to make an opposite input, or hit the Autotrim key (5 -
numeric pad).

Joystick  1 Pitch and roll control by single analogue joystick in game port
1.

Joystick  2 Pitch and roll control by analogue joystick in port 1, throttle
and rudder control by second analogue joystick in port 2.

Recalibrate Joystick

This  button  is  used  to  ensure  that the computer recognises the centre
position  of  your  joystick(s).   Let  the  joystick  spring to its centre
position  and  then click on this button.  If you find that the aircraft is
developing  a  persistent roll or a tendency to climb or dive, it is almost
certainly because your joystick centre position is drifting over time.  You
can recalibrate in flight by centring the stick and hitting the Y key.

Sound and Music Preferences

Sound  hardware  varies  a lot between computers - even between PCs.  Check
the  Technical Supplement for your machine to sort out the specific details
There are two options which will always be present on this page, however:

Effects

There  are  three  "radio  buttons"  for this option "Off" switches off all
sound  effects;  "On-Eng"  gives  you all sound effects except the noise of
your  own  engines, and "On+Eng" gives you all sound effects including your
own engine noise.

Music

This switches the front-end incidental music on or off

Miscellaneous Preferences

This is a catch-all group with a lot of unrelated options in it.

Review Stills

The  digitised  pictures  of aircraft and vehicles available in Review mode
(see  below)  are  high  quaiity  images, but they do take up a lot of disc
space.   If you have installed a working copy of Tornado on a hard disc and
you  want  to  reclaim the disc-space used by these images you can click on
the  "Delete" button here to remove them from the installed copy.  When you
have  deleted these images, you can only get them back by re-installing the
program.

Panel lighting

This  switch  allows you to select red or green cockpit lighting for flying
at  night.   Real Tornados may be fitted with either option, and we thought
that  both  looked  good.   The  brightness  of the cockpit lighting is set
according  to  how  dark  it  is  outside,  and you can also adjust the HUD
contrast  to  avoid  dazzling  yourself  on  a  dark night (see the Cockpit
Controls  section  on  the Control Summary card).  We recommend dimming the
room lights when flying at night.

Curve Segments

On  the  Mission  Planner map, curves are drawn in flightplans wherever you
change  course.   When there are a lot of curves (and a lot of flightplans)
to  draw,  producing  smooth  curves  can  take  up  a surprising amount of
computer  time  - a smooth curve has to be drawn as a lot of short straight
lines.   The  "radio  buttons" for this option allow you to choose how many
lines will be drawn to represent a curve.

                 Smoother <--- CURVE ---> Coarser
                        32   16   8   4   2
                  Slower  <--- SPEED ---> Faster

Contour Interval

Contours  are  shown  on the Mission Planner map to give you an idea of the
height  and  shape of hills.  Like curve-drawing, this can consume a lot of
processing  power  and  slow  your  machine  down  noticeably.  These radio
buttons,  let you select the interval between contours in feet.  The lowest
contour drawn is always the 250 line.

                   More <--- CONTOURS ---> Fewer
                    250        500          1000
                 Slower <---  SPEED   ---> Faster

Windows

This  option may not be available for all versions.  When it is, you have a
choice  between see through windows and solid ones.  On the Mission PIanner
map,  transparent  windows  let  you see through the window to the map, but
solid windows are drawn faster.

                Transparent <--- WINDOWS ---> Solid

                    Slower  <--- SPEED   ---> Faster

EXPLORE

Explore  Mode  is a highly useful feature which is also good fun.  When you
select  the  Explore  option  the  screen changes to show you a full screen
window  onto  a  map  of  the  current  Flying  Area.  When in Simulator or
Training  modes, this will always be the Training Area, but when you select
Combat,  the  Mission  Selection Screen provides the facility to choose any
one  of  three  different War Zones.  If you move the mouse pointer against
any  screen  edge,  the screen window will be dragged across the map in the
corresponding  direction.  Click on the LEFT mouse button to zoom in, click
RIGHT  to  zoom  out.  Note that when you do this the point under the mouse
pointer will be moved to the centre of the screen.

Click  on  some recognisable feature (a city or an airfield, say), and then
hit  the  Spacabar  or  the Enter key.  You will find that your view is now
that  of  a disembodied eye floating sixteen feet above ground level at the
spot  you  clicked  upon.  Using the keyboard, the mouse or joystick(s) you
can  now  move  at  will in three dimensions at high speed, or hover on the
spot.   You can go almost anywhere and see anything except the positions of
aircraft and vehicles.

At  any time you can flip back to the map screen, click on another point as
far  away  as  you  like, and then return to the three-dimensional world at
that  spot.   You  can use this system for entertainment, for familiarising
yourself  with the landmarks, or within the Mission Planner to find out how
your  target  will  appear as you approach it.  The military term generally
used  for this is Mission Rehearsal, and armed forces everywhere are trying
to acquire this sort of facility, for obvious reasons.

You  will find a complete list of the Explore Mode controls in the separate
Control Summary.  To leave Explore mode, hold down the Ctrl key and hit Q

REVIEW

The  Review feature allows you to see digitised photographs of the aircraft
and  military  lehicles  you  will  encounter, and compare them with the 3D
models representing them in Tornado.  There are two main purposes for this:
on  the one hand it helps you develop the ability to recognise friendly and
enemy  hardware.   On  the  other, it shows off the models, of which we are
very  proud.   The  guiding principle in constructing these models has been
that  if  you  can recognise the real thing you should be able to recognise
the model, and vice versa.

When  you enter Review mode, you will see the screen split between an upper
display  area  where  the  models  are  shown  and a lower area showing the
aircraft  or vehicle name with a control panel.  The Icons on the panel are
explained  in diagram 2 2.  Clicking on the film strip icon displays a full
screen  digitised  picture.   To  return to the model display just click on
either of the mouse buttons.  Keystrokes can be substituted for some of the
mouse  commands  (see  the  Control  Summary)  If  you  want  more detailed
information  on  a  particular  aircraft  or  vehicle,  look  it  up in the
Reference  section of this manual.  To leave Review mode hold down the Ctrl
key and hit Q, or click on the Eject button.

LOGS

The Pilot Log system is a schizophrenic`s paradise:  it allows you to be up
to 20 different people.  Any time you`re flying a Tornado, you are doing so
under  one of these 20 possible identities, with a name, a nominal RAF rank
and  a record of flying hours and experience.  Most of these identities you
create  for yourself by choosing a name and typing in, but one is special -
the  default  log.   This  log  is  supplied  with  the  software,  and  is
automatically  selected  every  time  you start Tornado.  The log is in the
name  of  Group Captain deFault and you can use it just like any other log,
but it has several interesting features.

One of Group Captain deFault`s good points is his rank equal to the highest
available  in  Tornado.   Using  this  log  identity  you are automatically
qualified  to  play  the  Command wargame, which is only open to pilots who
have  earned the notional rank of Wing Commander or above (see the table of
RAF ranks below).  You can earn promotion for a pilot whose log you created
yourself,  but  this  sort  of rank is not awarded lightly.  See the Flight
Options chapter to find out how to win promotion - we have made it possible
to skip rank if you are good enough.

The   other   good  thing  about  Group  Captain  deFault  is  that  he  is
indestructible.  You are not do not attempt to emulate him.  Actually, that
is  not  quite  true  -  it  depends on your attitude to cheating.  See the
section below headed "Cheating"

Whenever  you  play a Quickstart game, the deFault log will always be used,
regardless of which log is selected.

Using the Log Screen

The  Log  Screen  looks rather like the Mission Selection Screen, which you
will  come across elsewhere.  The left-hand half of the screen is dedicated
to  displaying the Roster, a list of all existing pilots, by rank, name and
status.   A  pilot`s  status may be Actile, Missing, POW (Prisoner of War),
KIT (Killed in Training), KIA (Killed in Action) or Dismissed.  Only pilots
with  Active  status  can  fly.   Initially  there  is  only  Group Captain
deFault`s  name  on  the  list.  As you create identities for yourself, the
list  will expand downwards to its maximum of 20 names, in descending order
of  rank  and  experience.   For  reference, here are the RAF ranks we have
unilaterally  borrowed  to  indicate  levels of experience and achievement,
together with their USAF equivalents:

RAF  USAF  Group Captain Colonel Wing Commander Lieutenant-Colonel Squadron
Leader Major Flight Lieutenant Captain Flying Officer Lieutenant

In  real life, the relationship between RAF ranks and the size of the units
led  has  changed since the ranks were named not long after the First World
War.   In general, a Wing Commander now commands a Squadron, and a Squadron
Leader  leads  a Flight.  The majority of operational aircrew hold the rank
of Flight Lieutenant

One  of  the  names on the list will always be selected and highlighted.  A
smaller  window  on  the  right hand side of the screen (the Record window)
shows  details  of  the  selected  pilot`s record.  When more than one name
appears  on  the Roster, you can select which log to display by clicking on
the name you want

If you call up the Log Screen after selecting the "Command" wargame option,
only the logs of qualified pilots will be shown on the Roster

Creating, Deleting and Renaming Logs

Buttons labelled "Create Log" "Rename" and "Delete Log" appear on the right
hand  side  of the screen.  These buttons will automatically be enabled and
disabled  depending on the situation.  The "Create Log" button will only be
available  if there are less than 20 names on the Roster.  If the Roster is
full  and  you  want  to  create  a  new identity, you must first delete an
existing  log.   This is done by clicking on a disposable log to select it,
then  clicking on the "Delete Log" button.  You will then be asked to click
again  to  confirm  that you really do want to lose this log.  "Delete Log"
will  not  be  available  if  the  currently  selected log is that of Group
Captain deFault.

Clicking on the Create button brings up the Record window with a blank name
and  record.   You  can  now  type in the name you want, using Backspace to
correct  mistakes.   When you are finished, click on the "OK" button at the
bottom  of  the  Record  window,  and  your  new pilot will be added to the
roster.  All new logs are created with the rank of Flying Officer.

If you want to rename an existing pilot, select that log by clicking on the
Roster  and  then  click on the Rename button.  This will activate the text
cursor on the name line in the Record window, and you can use Backspace and
type in the normal way.  Click on OK when you are finished.

Leaving the Log Screen

When you have selected the Log you want to use, click on the Exit button in
the  lower right corner to leave this Screen.  If the Log you have selected
is  not  that  of an Active pilot, a small window will appear to remind you
that  you cannot leave this screen until you have selected an Active log to
use.   The  warning window will not disappear until you have done this, but
it can be dragged out of the way.

Cheating

Everyone`s  luck  must  run out sometime, especially if you make a habit of
relying on it.  In our last major simulator, "F-16 Combat Pilot" pilots who
were killed or captured had their logs deleted, period.  There were ways to
get  around this (like backing up your log files), but we received a lot of
anguished  phone  calls  from  people  who  could  not  bear  to lose their
hard-earned records and privileges.  This time around we have left it up to
you to decide whether or not to accept the fortunes of war.

At the end of every flight you will get a Debrief, and unless you are using
the deFault log you will be offered a choice between logging the mission or
wiping  it  off  the record.  If you choose to load it, the hours flown and
any other achievements will be added to your record and if you did not make
it,  the  status  of  the log will change to "Missing" "POW" "KIT" "KIA" or
"Dismissed"  There  is no way back once the mission result is logged, so do
not do this unless you are prepared to suffer the consequences.  You cannot
get  killed  or  captured  in the Simulator, or in a Two Player engagement.
When  you  choose  to  log  the result, you will be returned to the Mission
Selection  Screen,  the  Mission  Planner,  or  the  Flight Options screen,
depending on the type of mission you were flying and its outcome.

If  you  choose NOT to log the mission, however, absolutely no changes will
be  made  to  your log it will be as if the mission never happened.  If you
came  through  the  Mission  Planner,  you will return to it with your last
flightplan  still intact (the clock will be set back if it is a Campaign or
Command  mission).  so you can either try it again or exit from the Mission
Planner in the normal way.

THE QUICKSTART USER'S GUIDE

or

(The Tornado manual for the terminally impatient.)

This  brief  section  tries to give you the bare minimum information to try
out  the  Easy Quickstart options without running into instant frustration.
We  cannot hope to accomplish more than that in a few paragraphs.  Once you
have  had  a  quick  blast,  go back to the first chapter (Finding Your Way
Around),  and  use  it to figure out what you really need to read.  All key
references  below correspond to the PC version.  Check your Control Summary
for correct control keys if you are not using a PC.

Unlike   many  other  simulators,  Tornado  does  not  provide  an  "arcade
spaceship"   flight   model   with   unlimited  engine  power  and  instant
acceleration  or  braking  -  you  will  have  to  learn  to  live with the
limitations  of  a realistic aircraft.  For the Quickstart options, we have
made  things  much easier by giving you an aircraft that ignores the weight
of  fuel  bombs and missiles and behaves as if it were carrying nothing but
its  own  empty  weight,  though  your  fuel  gauge will show full and your
weapons  will be replaced the moment you use them.  You will also start off
with  the  Autothrottle engaged, so the engines will throttle automatically
to  keep  you at a set speed, which you can change up and down by using the
throttle control device (+ and - keys or a second joystick).

The  most important difference between a Tornado and most other aircraft is
that  the  Tornado  has  variable-sweep  wings.  You sweep these forward to
manoeuvre  better at low speeds, and back to accelerate to high speeds.  If
you  try to go too fast for your wingsweep setting, the aircraft will start
to shake and rumble, if you persist a warning will sound go on too long and
the aircraft will shake itself to pieces.

You  can  prevent  this  by  sweeping  the  wings back at the first sign of
trouble  There  are  three stages of wingsweep, and each time you hit the S
key,  the  wings  will sweep back one stage.  To turn off the warning if it
sounds,  hit the Master Warning Reset key (* or I key).  This will turn off
the  flashing  lights  provided that you have fixed the problem, though the
wing sweep system will jam in one position if you neglect the buffeting for
too  long.   If  you are flying slowly, and the aircraft will not turn fast
enough  or  stops  flying  and  drops  its nose, sweep the wings forward by
hitting the W key - once for each stage.

If  you are on an air-to-ground mission, just hit the Arm air-to-ground key
ENTER  key).  This will arm your bombs and give you a bombsight on the Head
Up Display (HUD).  Your bombload is set to drop in Manual mode, which means
that  when  you hit the Commit key (Spacebar or joystick button), the bombs
will  be  released  immediately,  and  they  should  fall  where  the short
horizontal  line (the CCIP) crosses the longer vertical one with a gap near
the  top  (the  Bomb Fall Line).  If the top of the Bomb Fall Line is below
the  CCIP,  it  means  that  you`re  too  low the aircraft will probably be
damaged  or  destroyed  when  the bombs go off.  In Quickstart mode you can
attack anything you like.

When  you use the Air-to-air option, the first thing you must do is turn on
the  radar  in  Airmode  (Alt+R), which will bring up a plan display of the
radar image on the central Multi-Function Display (MFD).  Enemy aircraft in
front  of you will be shown as small square symbols.  You must also hit Arm
air-to-air  (Alt  +  Enter)  Now you can select which air to-air weapon you
want  (;  key).   In  the  Tornado ADV you have three air-to-air weapons to
choose  from;  cannon  for  closer  range  (GUNS), heat-seeking short-range
Sidewinder   missiles   (AIM9),  and  medium  -  range  (up  to  20  miles)
radar-guided Active Sky Flash missiles (SKYF).  The final thing you have to
do  is  lock  on to your target.  There is a Designate key Caps Lock, which
will select the target closest to dead-ahead.  The symbol on the radar will
now flash, and a target designator and other sighting symbols will be shown
on  the  HUD.  Be aware that the radar can see further than the seeker head
on  the  Sidewinder  missiles  you  will  not  be allowed to fire until the
missile can see the target and you can hear the lock-on tone

Refer  to  the Aircrew Notes " Chapter 11" to find out what the HUD symbols
mean.

FLIGHT OPTIONS
--------------

In  the  centre  of  the Main Screen is the large triangular "Flight" icon.
Click  on  this  with  the  mouse  pointer,  and  it divides to offer three
choices:   Simulator,  Training, and Combat.  At the same time the Demo and
Quickstart  icons  will  be  replaced  by icons for the Log and Preferences
facilities.   Clicking  on  these icons produces exactly the same result as
selecting  the corresponding items in the "Options..." menu" which is still
available  on  this screen.  If you want to go back in order to select Demo
or Quickstart, click on the "Exit" button in the bottom right-hand corner.

TORNADO  caters  for  a  very  wide  range  of skill and knowledge.  In the
simulator  or  in  live  training  a  novice  can  learn  how to fly, or an
experienced pilot can become familiar with the aircraft and its systems and
perform  practice  attacks with every available weapon.  When you`re ready,
and  not  before, click on the "Combat" icon to go to war - but don`t start
with  the  Combat  option unless you insist on learning the hard way!  This
chapter will explain the choices available to you.

SIMULATOR

This  is  the  logical  place  to  start,  whatever  your experience level.
Crashes  don`t  matter  in  the  simulator  - just restart the exercise and
repeat  it  until  you don`t crash.  You can even arrange that the aircraft
will bounce off the ground rather than crash!  The other great advantage of
the  simulator  is that exercises can start in mid air.  If you want flying
training,  read  the  Elementary and Advanced Flying Training chapters, and
work  through the simulator exercises recommended.  More experienced pilots
will probably want to familiarise themselves with the aircraft handling and
systems  here.   Weapons training and practice is also available and highly
convenient  see  the Weapons Conversion chapter for details.  All the lives
can  be  flown  in  the  simulator  with optional simulated enemy activity.
There  are also a number of exercises unique to the simulator, allowing you
to  practise  emergency  procedures like spin recovery, engine-out handling
and  landing,  and  landing  with  your  wings stuck at maximum sweep.  The
simulator also provides a good range of "cheat modes".

If  you  are  using  a  log  you  have created yourself, flight time in the
simulator  will  be recorded, though it will be logged as "Simulator Hours"
rather  than  "Flying  Hours".   It  still counts as experience.  Simulator
exercises always take place over the Training Area.

TRAINING

This  offers live flight training.  No-one will be shooting at you, but you
can  still  kill  yourself.   You can avoid the consequences of your errors
altogether  if  you  wish  - see the Pilot Log section under "Options" (and
look  for  the  heading  "Cheating").  Live flight exercises must obliously
start  and  finish on the ground - preferably on the runway.  This facility
mainly  serves  as a confidence builder once you have developed your skills
in  simulator  exercises.  Live training always takes place on the Training
area map.

COMBAT

If  you select "Combat" then you`re going to war.  Don`t select this option
until   you`re   ready  for  it.   There  are  four  different  sub-options
available,"  each of which is described below.  If you are new to this sort
of  warfare,  start  working  through  the  "Mission"  list.  If not, fly a
"Mission"  or  two  for  practice  and  then  go straight to the "Campaign"
options.   A  successful  Level  2  Campaign is the only way to qualify for
"Command"  in  your own right, though any pilot may try out "Command" using
the log identity of Group Captain deFault.  Combat allows you to select and
fight in any Flying Area except the Training Area

After  clicking  on  the "Combat" Icon" you are presented with a new screen
showing four icons giving you a choice of four different types of play:

Two-player  lets  you connect your computer to a friend`s and fight a human
opponent one-to-one.  The connection may be made directly or by modem.  Any
rank  of  pilot  may  use  this facility.  See the Technical Supplement for
further details.

Mission  lets  you  choose  from  a  selection  of  completely  pre-planned
missions.   Each  mission  is a complete game in itself, and the outcome of
any  one  mission  has no effect on any other.  This option is available to
any  rank.  If any pilot successfully completes all the missions(s) he will
be  promoted  to  Flight  Lieutenant,  unless  the  current rank is already
greater.   Two  Missions are different from all the others in that they are
not pre-planned.  These are the missions titled "Free Fire (IDS)" and "Free
Fire  (ADV)"  where  no  targets  are  assigned  and you are free to attack
whatever you like.  These missions are intended to serve as an introduction
to the job of planning missions for yourself.

Campaign  lets you choose from a selection of scenarios.  Each one requires
you  to  fly  a  sequence  of  missions  to achieve a final objective.  The
individual  missions  are  not  pre-planned  in  detail  for  you,  but the
objective  for  each  is  specified.   The  situation  at the start of each
mission  reflects  the  success  (or  otherwise)  of the previous one.  The
Campaign  state  may  be  saved at the end of each mission, to be continued
later.   This  option  is available to any rank.  Campaigns are graded into
two  levels.  In a Level One Campaign, you will be responsible for creating
flightplans  for  just  one  aircraft  your  own.  In a level Two Campaign,
however, you must plan missions for a whole formation.

Successful  completion  of  a  Level  One  Campaign  will  earn the pilot a
promotion  to  Squadron  Leader,  whatever the current rank, but successful
completion of a Level Two Campaign yields a promotion to Wing Commander.

Command gives you total command authority to conduct your own air war.  You
must  decide  your  own  objectives  as well as plan the missions and fly a
proportion  of  them.   The  war  continues  until you win, lose or reach a
stalemate  but  the  status  can be saved and reloaded so you don`t have to
fight your war in one continuous session.

n.b  Only  qualified  pilots (with the rank of Wing Commander or above) can
assume  Command.   Group  Captain deFault is already qualified, but any new
pilot  only  qualifies  when  (s)he  logs at least one successful Level Two
Campaign.  A successful Command earns a promotion to Group Captain.

WHAT HAPPENS NOW?

Whether  you  select  Simulator, Training or one of the Combat options, you
will always find yourself on the Mission Selection Screen, which allows you
to  choose exactly what you will be doing, a specific Simulator or Training
exercise,  or a specific Combat situation.  The Mission Selection Screen is
described in detail in the next chapter.

If  you  have  selected  Simulator, you may progress from selecting a given
exercise  straight  to the cockpit.  In all Training and Combat situations,
and  some  Simulator  exercises,  however,  you  will move from the Mission
Selector  on to the Mission Planner, to review or create your flightplan or
take  command of your war.  The Mission Planner is described in detail in a
chapter of its own

Once  you  have  reviewed all the relevant data - at a minimum this will be
your  own  flightplan  and  familiarised  yourself  with the target(s), the
method  of  attack,  and the threats from SAMs, AAA and fighters on or near
the  route, you will be able to check your aircraft`s fuel and weapon load,
and add defensive weapons - weight permitting.

When  this  is  done, the mission flightplan is loaded into your aircraft`s
navigation systems, and it`s time to take off.  When the mission ends - one
way  or  another - you`ll receive a debrief assessing your performance.  At
this  point  you will have the choice of whether to log the mission or not.
If  you`ve  died  or  gone  missing but think this was unfair DON'T LOG THE
MISSION  or  else  your  log  will  be  closed (this doesn`t apply to Group
Captain  deFault, who is indestructible).  If the mission was unsuccessful,
or  if  you  just  want  to  do it again for practice you can return to the
Mission Planner, review or adjust the flightplan and then select "Take off"
to go straight back to the cockpit.

THE MISSION SELECTION SCREEN
----------------------------

There  are two main sections on this screen.  The large area on the left is
the Situation Menu - a list of all the situation options which apply to the
Flight  mode  you`ve  selected  -  simulator  or training exercises, single
missions,  Campaign  Scenarios  and  saved  games, or Command Scenarios and
saved games.

What  you  see  on the right-hand side of this screen depends entirely upon
the Flight Mode.  This area is used to offer choices specific to each mode.
See the separate sections below for details.

THE SITUATION MENU

Whichever Flight Option - Simulator, Training or Combat brought you to this
screen, this part of the Mission Selection screen will always look much the
same,  and  work  in much the same way very much like the Pilot Log system.
It offers you a list of situations or scenarios, from which you must select
one.   The  range  of  situations  offered will automatically be limited to
those  appropriate  for the Simulator, Training, or whichever Combat option
you have chosen.

Each item on the list is a one-line description or title.  To take a closer
look  at  a possible choice, click on the line you`re interested in.  A new
window  -  the  Briefing  window  will appear on the screen giving a fuller
description,  which may (depending on the situation) include such things as
the  Tasking  order  specifying  the  target(s),  times  and  the number of
aircraft,  a  summary  of  a  complete  Flightplan,  the description of the
military  situation  at  the  start  of  a  Campaign  or Command game, or a
situation summary for a saved game.

Two  buttons  will  always  appear at the bottom of this window; one marked
Commit,  and  the  other  marked  "Cancel".   If  this situation or mission
appeals  to you, and you want to do it, click on "Commit" to advance to the
Mission Planner, or straight into the cockpit in the case of some Simulator
exercises.   You  can  still reverse your choice if necessary, by using the
the  "Options../Exit"  device  in  the  Mission  Planner,  or Ctrl Q in the
cockpit.   If  you  want  to  go  back  to  the  list  and  look  at  other
possibilities,  click  on  "Cancel"  and  the  Briefing  window will close,
returning  you  to  the  Mission  Selection  list.  There is no penalty for
browsing.

Situation Menu for Simulator

A wide variety of training exercises are available here, some of which will
pass you on to the Mission Planner, and some of which will put you straight
into the cockpit in flight.

Situation Menu for Training

These  are  a  selection  of  training exercises to be flown live.  Because
these  are  "real-world"  exercises none of them permit you to start in mid
air.   Crashes  can  and  usually will be fatal, striking unplanned targets
will normally be cause for court-martial.

Situation Menu for Missions

Every  mission  here  is  pre-planned  for you - except the missions titled
"Free  Fire".   The  range covers almost everything you can do with IDS and
ADV  Tornados.   A range of missions exists for each of the three different
War Zones, so there`s a good deal of choice.  The relative difficulty level
is indicated in the Briefing Window for each mission.

Situation Menu for Campaigns

The  selection  list  for Campaigns is divided into sections.  The upper of
these  sections is a list of scenarios, alternative starting situations for
a  Campaign  mission sequence.  Each scenario is tagged as Level 1 or Level
2,  according to whether you will be expected to plan missions for 1 ) just
your  own  aircraft,  or  2)  your  whole  flight.   Level  2 requires more
experience  than  Level  1,  and obviously involves more work.  There is an
equivalent list of Campaign scenarios for each of the three War Zones

The  lower  section  of  the  list  is  available  for  saving  and loading
uncompleted  Campaigns.  If you exit from the Mission Planner in the middle
of  a  Campaign, you will be asked whether or not you wish to save the game
in  order to return to it later.  Saved games in the list are identified by
scenario,  Pilot  Log  name, and elapsed time within the campaign.  You can
save  one  Level 1 and one Level 2 Campaign per War Zone at any one time, a
total  of  six.   To reload a saved Campaign, just click on the appropriate
slot  in  the  list.   The Briefing Window will provide a situation summary
with the usual Commit and Cancel buttons.

Situation Menu for Command

This  works  very  much like the Campaign menu described above, providing a
list  of  alternative  starting  scenarios  and one saved game slot per War
Zone.

Situation Menu for TwotPlayer Mode

For  details  of  how the two-player option works on your computer, consult
the Technical Supplement

OTHER OPTIONS AVAILABLE

Choice of War Zones (Combat Modes)

This  applies only to Combat Flight Modes; Simulator and Training exercises
always  use  the  Training Area.  In all Combat modes except Two-player you
have  the  choice  of  three  War  Zones,  each  with  different topography
presenting   a   variety   of   strategic   and   tactical  challenges  and
opportunities.

When you enter the Mission Selection Screen in Combat modes, a map image of
the  currently  selected  War  Zone  is shown on the right-hand side of the
screen.   To  the  left  of the title showing "WarZone 1" (or 2 or 3), is a
small  button showing a circle / arrow symbol.  This is a Cycle button" and
clicking  on it will select each War Zone in turn.  You will see many other
Cycle buttons in the Mission Planner and elsewhere in Tornado, but they all
work in the same way; clicking repeatedly on the button selects each option
in turn from a range of two or more choices.

Simulator Options

This  bank  of  switches  controls  features  which  can be provided in the
simulator  but  are impossible in the real world.  For every feature except
Time  there  is  a  just  one  control; a Cycle button.  Click on the Cycle
buttons to set up the options you want.  The list incudes:

Feature                   Options
Weapons                   Limited / Infinite
Fuel                      Limited / Infinite
G-LOC                     Possible / Impossible
Aircraft Weight           Actual / Minimum
Aircraft Collisions       Crash / Bounce
Enemy                     Active / Inactive
Time                      Set any start time on 24 Hour clock

The  Time  option  can  be  used  to  specify  whether you fly in daylight,
dawn/dusk  or varying degrees of darkness.  Hours, Minutes and Seconds each
appear  on  a separate button.  Click on the button for Hours, for example,
and two separate buttons marked with arrows will appear above and below the
Hours  figure.   Clicking  on  these  will set the time forward or back.  A
single  click  will  change  the  time by one hour; click and hold down the
button  for  fast  forward and fast reverse effects.  Clicking again on the
figure  itself  or on another column (eg.  minutes or seconds) will dismiss
the  arrow  buttons.   When  the Simulator mission takes you to the Mission
Planner  rather  than  straight  into the cockpit you can override the time
selection again from there, if you wish.

THE MISSION PLANNER
-------------------

Introduction

This  is  the most important and the most powerful screen of all.  Using it
you  can  review or plan a single mission or a squadron`s flightplans for a
whole air war down to the smallest detail.  A vast amount of information is
available, but you have absolute control over what is and is not displayed.

Before you try to study this chapter in depth, we strongly suggest that you
learn  how  to  fly  the  aircraft  and  use the weapons.  Mission planning
doesn`t really make much sense till you`re ready to fly missions.

How this chapter is organised

Because  the  Mission Planner is so powerful and so rich in features, there
is a lot of ground to cover in this chapter.  Rather than force you to read
it all from start to finish, we have broken the explanation down into three
sections of which the beginner need only read the first.

The first section covers the basic features of the Mission Planner, showing
you  how  to move around the map, how to zoom in and out and how to use the
key to control how much data is displayed on the map.  This section teaches
you  how  to  review  a  preset  Flightplan, and covers all you need to fly
single Missions.

The  second  section  is  intended  for  pilots  aiming  to  plan their own
missions,  whether  for  a "Free Fire" Mission or to fly at Campaign level.
It  assumes  that  you  have  read  and  understood  the first section, and
explains  how to create a Flightplan first for a single aircraft (Free Fire
or  Level One Campaign), and then for a whole flight of aircraft (Level Two
Campaign).

The  third  section  covers  the  features  you  need at Command level.  It
assumes that you are familiar with the material in the first two sections.

SECTION 1 - USING THE MISSION PLANNER - BASICS

Select and Commit on any one of the Simulator or Training Missions with the
prefix "IDS - OCU" so that you can reach this screen (you won`t have to fly
the mission if you don`t want to).  You`ll see a map in front of you, and a
number  of  buttons  down  the  right-hand side.  We will refer to these in
future as "Map Screen Buttons".

Many  of  these  buttons  call up sub-windows on the screen, and several of
these  may  be  present at the same time.  Every sub-window has a Title bar
with  a  Close Box allowing the window to be dismissed or dragged.  Windows
may  overlap  one  another,  but right-clicking on any visible portion of a
window  will  put  it "in front" of any overlapping windows.  You can close
them all at once with the "Tidy" button.

In order from top to bottom, the buttons read: 

Key

Calls up the map Key, see below.

Targets

Used  at  Campaign level and above.  Works in conjunction with the Category
Flag  to  highlight  all  potential  targets of a given kind.  See Campaign
section.

Point Data

Clicking  on  this  button will bring up the Point Data Window.  This gives
details  about  the point on the map under the mouse pointer, including the
grid  coordinates, the ground height above Sea level, the nearest structure
(if  any)  the  estimated  "floor"  of radar coverage at that point and the
current  ownership  (Allied  or  Enemy).  The information in this window is
only updated when the mouse is stationary.

Briefing

For  Simulator  Missions,  or  single  Combat  Missions,  the  button reads
"Briefing"  and  calls  up  a  window  with  an  outline description of the
mission,  identical  to the description you were offered when selecting the
mission.   At  Campaign  level  it will read "Task" and at Command level it
will  read  "Command"  and  will function differently.  See the appropriate
sections for details.

Flightplan

This  button is used to bring up the Flightplan Window, which allows you to
review,  modify, or create flightplans for your own (and potentially other)
aircraft.  See below.

Payload

This  button  calls up the Payload Window, which is used to verify fuel and
weapons load, and to load weapons for self-defence or attacks on targets of
opportunity.  See below.

Met.  Report

This  button  calls  up  a weather (Met.  for Meteorological) report giving
wind  direction  and  strength  plus  visibility and cloud heights.  In the
Simulator, some of these factors can be changed.  See below.

Centre

This  button  zooms the map right out and centres it on the screen, so that
you can instantly call up the big picture from wherever you are.

Fit

Clicking  on  this  button will automatically set the zoom level and scroll
the  map  so  that  the whole of the "current" flightplan is visible on the
screen at once

Tidy  

If  you feel that the map is in danger of disappearing behind a solid sheet
of  overlapping  windows, clicking on the "Tidy" button will close all open
sub  windows  at  once,  except  the  Problems  Window,  which  can only be
dismissed  by fixing the problems it`s bringing to your attention.  See the
second section for details of the Problems Window.

Take-off

When  you`ve studied the briefing, the flightplan, the payload and the Met.
report,  click  on  this button.  Provided that there are no major flaws in
the  flightplan, you will find yourself in the cockpit on the runway, after
a  pause  to download the flightplan to your aircraft`s navigation systems.
If  the  Problems Window (explained later) is active and showing an "ERROR"
message,  there`s something drastically wrong with your flightplan, and you
won`t be allowed to take off until it`s fixed.  This should never happen if
you  are  simply  flying  preset  single missions.  The fun starts when you
begin planning your own.

The Key Button

Click on this button and a "frame" of panels / buttons will appear down the
left  side  and across the bottom of the screen showing the map symbols and
their  meaning.  Like any other sub-window on this screen, it can be turned
off by clicking on the Close button in the top left corner.

The  Key  display  is  not  just a passive display to help you identify map
symbols.   Each  of  its  panels showing a symbol and its identification is
also  a  button  which controls whether or not that symbol will be drawn on
the  map.   Using  this  feature, you can avoid cluttering the display with
symbols  you don`t need or want to see.  To turn any symbol on or off, just
click on the appropriate panel of the Key window.  This can also be used to
speed up the redrawing of the screen if your machine is running more slowly
than you like - just turn off everything you think you can do without.

When  you  first  enter  this  screen  the  Key will be set to display just
Physical  data  (contours,  rivers  and  lakes),  and Cultural data (roads,
railways,  power  lines, structures.  etc.), plus the Mission Flightplan or
Task  outline.  Some of the symbol options relate to more advanced features
which we will deal with later.

In order from top to bottom down the left side:

Contours

Contour lines are shown for hills at variable intervals above (flat) ground
level.   Because  drawing  contours  is a demanding task which can reduce a
slow  computer  to a crawl, the vertical distance between contour lines can
be set from the Preferences screen (available through Options).  The lowest
contour  is  the  250  feet  line,  and  this is always drawn, whatever the
interval setting.

Rivers and Lakes

Self-explanatory.

Roads

Self explanatory.

Railways

Self-explanatory.

Power Lines

Self-explanatory.

Structures
Symbol for buildings, bridges or embankments

Airfields

The runway layouts of the airfields themselves are always shown on the map,
with  the active runways distinguished by colour.  This button acts only to
turn the airfield name label on or off.

ILS Coverage

If  your  aircraft  is  within  the  ILS symbol and pointing in the general
direction  of  the  runway,  your  ILS  (Instrument Landing System) will be
active, and you may use it either to make an automatic approach or to guide
a manual approach.

Flightplan (Current)

When  a  preset  mission  is  loaded,  your  flightplan  will be shown.  At
Campaign  level  and  higher, this indicates the flightplan (among several)
which  you are currently reviewing or altering.  Where the flightplan shows
a  change  of  course as you leave one waypoint and turn toward the next, a
curve  will  be  drawn.   How smooth a curve you see is selectable from the
Preferences  Screen (accessible through "Options"), because drawing a large
number of smooth Curves can be a heavy burden on slower computers.

Flightplan (Other)

When  more  than one flightplan is shown on the map, the ones which you are
not currently reviewing or editing will be shown in a different colour.

Category Flag

This symbol issued by the Target Finder facility to highlight all potential
targets in a particular category, for example road bridges, control towers,
stores  dumps  etc.  This feature is useful for the "Free Fire" Mission and
at  Campaign  or Command Level.  If you use the "Targets" button to call up
the  Target  Finder  this feature will be turned on automatically, and when
you  close  it again this switch will return to its previous state, whether
on  or  off.   If  the  Category  Flag  is enabled in the key, the category
symbols will still be shown even if the Target Finder is dismissed.

Priority Flag

This  symbol  is  used by the Command Target Priority facility to highlight
positions  which  are  important  targets  for one reason or another.  This
feature  is  only  used  at  Command  level.   Like the Category Flag, this
feature  will be turned on automatically when the Target Priority system is
in use, and restored to its previous state afterwards.

The  other buttons along the bottom edge of the strip, are "split" buttons.
Each  is  divided  into  three  areas.  These comprise the allied and enemy
versions  of the same symbol and the area below containing the legend text.
Enemy symbols will normally appear in orange and allied in blue (check with
the  Technical Supplement for your machine if they don`t).  Clicking on the
symbol  areas  has just the effect you would expect - display of the allied
or  enemy  symbols is turned on or off individually.  Clicking below in the
text  area,  however,  INVERTS the selection state of both allied and enemy
symbols  at  once - it gives you the exact opposite of what you have at the
moment.  In other words, if both allied and enemy symbols are off, clicking
below  will  turn  both on, clicking again will turn both off, but if, say,
allied  are  on  and enemy are off, clicking below will turn allied off and
enemy on.  From left to right the buttons are:

AA Threat

Areas  known  to  be  covered by AAA or SAMs are shown like this.  The area
shown  illustrates  the maximum effective range of the system deployed, and
does  not take account of terrain masking or range variation with altitude.
Positions are not guaranteed to be precisely accurate.

EWR Coverage
 
Shows  areas  within  theoretical  range of Early Warning Radar stations.
Does not take account of terrain masking - but you can get this information
from  the  Flightplan  Profile  Window  (see below), or from the Point Data
Window.

CAP Area

Indicates  a  fighter  CAP  (Combat  Air Patrol) area.  Enemy positions are
estimated,  allied  positions  should  be exact.  This should give you some
idea of where you might expect to find help or opposition.

AWACS Track

Shows  the  exact  (allied) or estimated (enemy) "racetrack" which an AWACS
aircraft  flies  when on station.  Note that the enemy AWACS flies a figure
of eight rather than a plain oval.  AWACS is not always available to either
side  but when it is, interceptors will function more efficiently to defend
the  side(s) possessing it.  The AWACS aircraft itself is a very high value
target.

Ground Forces

Standard  military symbology for an armoured unit.  This is placed at known
locations  of  major ground force formations.  On the battlefield, in close
reserve or en route to the battle area.  Unless you actually plan to attack
them, stay away from these forces - they're usually heavily defended.

Moving and Zooming the Map

Moving  around the map and zooming in or out are done with the mouse, using
the  RIGHT button.  To move a point on the map to the centre of the screen,
just  point  and  click  (right)  on  it.  The map will be redrawn with the
selected  point  in  the  centre  of  the screen.  To zoom in or out, click
(right)  and  hold  down.   A  small  strip  of  boxes corresponding to the
zoom-levels available will appear under the mouse-pointer, with the pointer
on  the  current  zoom  level.   This  works  very much like the Options...
button.   Keep  holding  the mouse button down!  You may go straight to any
other  zoom  level  you  like  by  simply moving the mouse pointer over the
appropriate box in the strip and releasing the (right) mouse button.

All About Waypoints

The flightplan for the mission you loaded has already been created for you,
and  should  be  visible on the map when zoomed out.  If it isn`t, you must
have  turned  it  off  from  the Key window - so turn it back on (using the
panel  marked "Current Flightplan").  If you`ve worked through the Advanced
Flying  Training  chapter  then  you`ve  seen  something  like  this on the
navigator`s  PLN  display.   It`s  a  series  of  lines connecting labelled
symbols in the shape of boxes, circles and triangles, and will usually loop
back to a place near its starting point.

A  flightplan  is  composed  of  Waypoints  and  Legs.  Waypoints are fixed
points,  represented by the symbols between the line sections, and a Leg is
simply the path between one Waypoint and the next.  Legs usually start with
a  curve  and  terminate at the next Waypoint as straight lines.  Waypoints
come in several flavours:

Take-off Point

The  Take  off  Point"  which  is  always  Waypoint  A, is obviously at the
airfield from which you take off.

Turning Points

Turning Points are simply places where you change course - these are by far
the  most common type.  They are labelled with capital letters following on
from A, and the planned flight passes through them in alphabetical order.

Initial Points

Initial  Points  are the Turning Points from which you start the attack run
on  a  ground  target.   They  are  labelled  in the same sequence as other
Turning Points.

Targets

Targets  are  labelled  with  the letters X, Y and theoretically Z, for the
first, second and (most unlikely) third planned targets of a mission.

CAP Start

This  is  used to set up a Combat Air Patrol station for ADV missions.  The
relative  positions of this point and the next waypoint (the CAP End point)
define  an  oval  racetrack,  for  your aircraft to patrol while waiting to
intercept incoming enemy aircraft.

CAP End

See CAP Start, above.  ADV flightplans only.

Approach Point

The  Approach  Point  should  be  placed  at the end of one ILS beam of the
airfield  at  which you intend to land - you can make the ILS beam coverage
visible  on  the map using the Key.  It is labelled in the same sequence as
the Turning Points.

A  Waypoint  must  obviously  have a position on the map, and be one of the
types  listed  above.  But it will also have a lot of other data (call them
attributes)  associated  with  it.   Here  is  a  list  of all the possible
attributes:

Label

All  waypoints  have  labels.  This will be a single letter of the alphabet
starting  with  A  (for the Take-off Point) and continuing in order through
the  alphabet, except for Target waypoints, which will be labelled X, Y and
Z in sequence.

Type

This will show one of:

Take-off
Turning Point
Initial Point for     (Target Label)     (IDS flightplans only)
Target                                   (IDS flightplans only)
CAP Start                                (ADV flightplans only)
CAP End                                  (ADV flightplans only)
Approach Point for (Airfield Name)

Position

Coordinates are displayed in the title bar of a waypoint window.

Head/Tail Wind

Only  Take-off  and  Approach  Points  have  this  attribute.  It gives the
strength  in knots of the component of the wind which is blowing from ahead
(Head  wind) or from behind (Tail wind) as you take off or land:  if you`ve
got  a  Tail  wind  component  you`re  taking  off  or landing in the wrong
direction.   This  should not happen with preset missions unless you insist
on editing the flightplan.  If you want to do this - read section 2 of this
chapter.

Cross-wind

Only  for  Take  off and Approach Points.  This is the strength in knots of
the  component  of  the wind which is blowing across the runway as you take
off  or  land.   A  strong crosswind can make an approach and landing quite
difficult.

Time

All  waypoints  show a Time and Time Status.  For a Take-off point, this is
the  take-off  time.   For  all other waypoints it is the time at which you
expect,  or plan to pass or attack this point.  The Status will show "Free"
"Fixed" or "Bound"

Refer to the second section of this chapter for the meaning of these terms,
how  to  set  the  Time value, and a stern lecture on the knots you can tie
yourself into by using this feature without understanding it.

Altitude

Every  Waypoint  type  except  Take-off Points will also have an altitude /
ride  height,  and  an  AFDS Altitude Authority attribute.  If the Altitude
Authority  is  set  at  "Altitude Hold" the AFDS system will fly the leg to
this  waypoint  at  the  given  BAROMETRIC altitude, i.e.  height above sea
level.   If the Altitude Authority setting is "Ride Height" the AFDS system
will  fly the leg Terrain Following at the Ride Height given, i.e clearance
above  the  ground beneath the aircraft.  Refer to the next section of this
chapter for the method of setting heights.

Speed

All  waypoint types except Take-off show a Speed and Speed Status.  This is
the  average speed at which it is necessary to fly the leg approaching this
waypoint in order to arrive at the Time shown.  You may choose to have this
speed displayed as IAS (Indicated Air Speed), or Mach Number.  The speed at
a  Waypoint  will also determine the radius of the turn at the start of the
Leg  to  the  next  Waypoint.   The  Speed  Status may be "Free" "Fixed" or
"Bound"  Refer  to  the  second  section of this chapter for the meaning of
these  terms and the method of setting speed.  Like Time setting, this is a
feature which must be used carefully.

Target

Target  waypoints only.  Shown on the waypoint window Title bar next to the
map coordinates.  Describes the target, e.g.  road bridge, HAS, runway etc.

Package data:     Weapon
                  Delivery
                  Salvo
                  Minimum recommended delivery height

Target  waypoints only.  These parameters specify the Package of weapons to
be  used  in attacking this target, and how the Package is to be delivered.
Your aircraft`s load of ground attack weapons is divided into groups called
Packages  intended  for particular targets.  Weapon Packages and weapons in
general  are  covered  in  detail in the Weapons Conversion chapter.  Salvo
size  (number  of  weapons in the package) and Minimum Safe Delivery Height
(eg.   1000ft  or  above)  are  shown.  Refer to the second section of this
chapter to find out how to change these settings.

All the waypoint types and their attributes are listed in the table below


        Position Altitude Time IAS/Mach Target Package Headwind Crosswind
Take off    *               *                             *         *
Turning     *       *       *     *
Cap Start   *       *       *     *
Cap End     *       *       *     *
Initial     *       *       *     *
Target      *       *       *     *        *       *
Approach    *       *       *     *                       *         *  



Reading the Flightplan and Waypoint Data

Clicking  on  the  Map  Screen  button  marked  "Flightplan"  brings up the
Flightplan  Window.   This window breaks down into three horizontal strips.
The  top  strip  (the  Tool  Strip)  contains buttons to call up subwindows
showing individual waypoint data, a Summary or a Profile (side view) of the
flightplan,  or  to  split  and reformate waypoints when planning for multi
aircraft  missions.   The  middle strip (the Waypoint Strip) shows a button
corresponding  to the label (A,B,....X...  F,G etc) of each waypoint in the
flightplan,  allowing you to select one at a time and at the lower left end
buttons  appear for inserting and deleting waypoints when appropriate.  The
lowest  strip,  the  Aircraft  Strip, shows the mission number in the daily
sequence,  plus  individual  buttons for all the aircraft in the formation.
Like the waypoints, the aircraft are distinguished by letters A, B, C, etc.
If  this  seems  confusing,  don`t  blame  us,  it`s standard RAF practice.
Aircraft  callsigns  are  determined simply by the mission number (starting
again  from  1  every  day)  and  the  phonetic  alphabet equivalent of the
aircraft`s  letter  within  the formation, e g 003Alpha, 003Bravo etc.  The
Formation  Leader (you) is always aircraft A, which will be the only letter
shown if this is a mission for a single aircraft.

While  this  window  is  on-screen, clicking on the map with the LEFT mouse
button  has  the effect of placing a new waypoint at the mouse position, so
be  careful.  If you do accidentally create a new waypoint, just click ONCE
on  the  "Delete"  button in the bottom row of the Flightplan window before
you do anything else.

Select  a zoom level of 2x or 3x and if it`s not already highlighted, click
once on the Waypoint Strip button labelled A.  This will select waypoint A,
highlight  the  button,  and  if  the  waypoint  is off-screen the map will
automatically  be  re-centred and re-drawn to show it.  You can also select
any  waypoint  and  highlight  its  Waypoint  Strip button by left clicking
inside the waypoint symbol on the map.

Now  click  once  on  the Waypoint button in the Tool Strip.  An additional
window.   the  Waypoint  Window,  will appear, giving detailed data for the
selected  waypoint,  showing  all  the attributes appropriate for its type.
You  can  also  call  up  this window by double-clicking (clicking twice in
quick  succession)  on  the Waypoint Strip button or the map symbol.  Since
this  is  a  Take-off  Point,  the Time given will be your planned take-off
time.  If you select Waypoint B, then C and so on, the Waypoint window will
remain  on screen, displaying data for each of the waypoints in turn.  This
way  you  can  step  through  the  entire  flightplan  quickly  and easily,
reviewing  the data for each waypoint and seeing it on the map, at any zoom
level you wish to select.  You can dismiss or drag the Flightplan window or
the  Waypoint  window  using  the close box and the title bar, but remember
that  you  can`t  create  or drag waypoints unless the Flightplan Window is
open.   If  you  close  the  Flightplan  Window,  the  Waypoint Window will
automatically close as well.

Flightplan Summary Window

If  you click on the "Summary" button in the Flightplan window, you will be
presented  with a sub-window which summarises the whole flightplan in terms
of  times and actions.  This may be compared with the Briefing description.
It also shows fuel requirements, total flying time, etc.

Flightplan Profile Window

Clicking  on  the  "Profile"  button in the Flightplan Window brings up the
Profile  Window  -  a  wide  shallow  window  showing  all  or part of your
flightplan  straightened  out and viewed from the side, with the profile of
the  terrain  beneath it.  Any preset mission will always show a flightplan
which  is above ground at all points.  Areas where the flightplan takes you
underground  will  be  shown  as  solid rectangles in a contrasting colour!
Above  the profile is a shallow horizontal bar which changes colour to show
whether  you are flying over Allied or Enemy territory at each point in the
Profile.

Along  the  lower  edge of the window is a row of buttons like the Waypoint
Strip  in  the  Flightplan  window,  one  for every waypoint in the current
flightplan.   The  buttons  for  the  waypoints  define the section of your
flightplan  which will be shown in profile - the ones shown highlighted are
currently  visible in the Profile Window.  A single mouse click on a button
will  extend  or  retract  the  left  or right end of the highlighted strip
(whichever is closer) to the selected button and waypoint.  Double-clicking
on a waypoint button will bring up a profile covering three waypoints only;
the one you clicked on, and those on either side of it.

When  you first call up this window or when you use the waypoint buttons to
change  the  section  of  Profile  in  view,  the  lines  representing your
flightpath,  the  terrain below and the "ownership" of that terrain will be
drawn  quite rapidly.  Once these are complete, the flightplan section will
be  checked  against  known AA Threats, and vertical hatching will be shown
wherever  it  intersects  a  threat  circle.   After  this is done, another
(usually broken) line will appear on the Profile display, drawn more slowly
from left to right.  This shows, for every point along the Profile section,
the  altitude  above  which you will probably be visible known enemy ground
radars  -  so  obviously  your flightplan should keep you below it wherever
possible.   The  reason  why  the line appears slowly is quite simple - the
line-of-sight  calculations  needed  to  show  this  data  take  a  LOT  of
processing  power,  but they are performed as a "background task", and will
not  prevent  you  from  moving  about the map, zooming in or out, dragging
windows  or  performing  any  other  function,  though  if  you  change the
flightplan  by placing dragging or deleting waypoints the profile will need
to redraw from scratch.

We  would  suggest  that before flying any mission you step through all the
waypoints  in  the  flightplan,  familiarising yourself with the route, the
speeds,  the targets and the attack modes at least.  Another very good idea
is  to  use the Key to turn on the AA Threat and EWR overlays before you do
this.   Though  it  may  slow your display down, it will ensure that you`re
aware  of where the hazards are, where you can afford to swing wide of your
planned  track,  and  where  you  absolutely  must stick to it to avoid the
enemy`s defences.

If you feel the urge to customise your flightplan we suggest that you first
read Section 2 of this chapter, "Planning your own Missions".  That section
is  intended  to  prepare  you  for  Campaign play, but there is nothing to
prevent  you  from revising preset Mission flightplans, or planning a "Free
Fire"  mission  for yourself.  Just remember that the success of the preset
Missions  will  be judged solely by the effectiveness of your attack on the
briefed target - so make sure that you attack it.

Mission Rehearsal using Explore Mode

Another advanced facility which may be of considerable use in preparing for
the  mission  is the "Explore Mode" which is available in the usual way via
the Options../Exit box.  Using this, you can enter a detailed simulation of
the  Flying  Area and move freely about in it, to familiarise yourself with
targets  and  the surrounding terrain, or any other part of the route.  See
chapter  2  and  the  separate  Control  Summary  for details of how to use
Explore Mode.

If you wish to explore a particular area, just right-click on that point to
centre  it  on  the  Mission Planner map before entering Explore Mode.  You
will  find  yourself  on that spot.  Conversely, when you exit Explore Mode
and  return  to  the  Mission Planner, the map will be centred on your last
position  in  Explore Mode, so cross referencing between map and simulation
is easy and convenient.

Met.  Report

Before  taking  off,  click on the Map Screen Button marked "Met.  Report".
This  will  open  a window to give you a meteorological report, telling you
about  wind  strength / direction and visibility conditions.  For Simulator
missions, some of these weather characteristics can be changed.

Wind

Shows  bearing  in  degrees (the direction the wind is blowing FROM).  This
can  never  be  changed.   Wind  Speed  is  given  in knots.  For Simulator
missions  you  can  select  any  one  of  a range of windspeeds by clicking
repeated  on  the Cycle button beside the text.  Outside the Simulator, the
Cycle button will not appear, and the wind strength is not optional.

Visibility

Four  visibility  conditions  are possible; Light Cloud Only, Overcast, Fog
and  Thick Fog.  Overcast is a thick continuous layer of cloud.  When there
is  Fog there will always be an overcast as well.  In the Simulator you can
select  any  of  these four conditions by using the Cycle button beside the
text.  Cloud Base and Tops figures are also shown in feet, and these cannot
be changed.

Effects of Weather on the Mission

Wind

This  will  mainly  affect the length of your take-off and landing run, and
the difficulty of your approach.  We've already discussed these problems in
the Advanced Flying Training chapter.

The  wind  will  rarely be so obliging as to blow directly along the runway
available,  so  the idea is to take off and land in a direction which gives
you  a  head-wind component rather than a tail-wind component.  If you call
up the Waypoint window for the Take-off or Approach Waypoints, you will see
that  the  data  for  these waypoint types includes Head (or Tail) wind and
Cross  wind  speeds.  Any sensible arrangement of waypoint B (which governs
take  off  direction)  and  the  Approach  Point  (which determines landing
direction)  will show a Head-wind rather than a Tail-wind.  The strength of
the  Cross  wind  component  will  largely  determine the difficulty of the
landing.    Preset  missions  will  always  set  up  take-off  and  landing
directions  to  take  account of these factors, but be careful if you start
modifying the flightplan.

Cloud

Obviously  you  can`t see through thick cloud, but neither can an infra red
sensor or most lasers.  This may degrade or utterly destroy the performance
of  heat-seeking  missiles,  but  it  will  also defeat your TIALD (Thermal
imaging and Laser Designator) cameras.  Since laser guided bomb attacks can
only  be  made  using TIALD to designate the target.  TIALD must be able to
see  the  target  if  the attack is to succeed.  Because you need to fly at
about  23000`  to  give TIALD a wide enough field of view to track a target
throughout an attack, this just can`t be done if there`s an overcast layer.

Finally, the Stores Loading Check

When  you  are  satisfied that you understand the briefing, the flightplan,
and  any  other relevant data, the last thing you must do is to verify that
the  aircraft  is  loaded with the correct weapons for the planned targets,
add any defensive weapons desired (limited by weight and availability), and
decide how much extra fuel you wish to carry.  If a margin is available, or
your  targets  cannot  be  planned,  you can use the Payload Window to load
weapons for attacks on targets of opportunity.

The Payload Window

The  Payload  window  can  be  called up at any time by clicking on the Map
Screen  Button  marked  "Payload".   This displays in diagrammatic form all
possible  external Stores and the aircraft hardpoints which can carry them,
plus  an  indication  of  the  fuel load, the total aircraft weight and the
weight  margin  available.   The  ammunition tanks for your internal cannon
will always be full at take-off, holding 180 rounds per gun.

For  IDS  aircraft,  four  buttons  on  this  window  allow you to view and
manipulate  any one of the three possible weapon Packages, or the remaining
(non-ground  attack)  stores.   The  buttons for weapon packages loaded for
planned  attacks  will  show  X,  Y,  or Z.  The contents of these packages
cannot  be  changed  except  by changing the mission plan.  If a package is
empty  or  loaded  for  targets of-opportunity, the button will show a dash
("-").  The other button displays external stores which are not part of any
weapon  Package,  like drop tanks, AIM9Ls and defensive pods and allows you
to load or unload them.

ADV  aircraft  do  not carry ground attack weapons, but can carry Sky Flash
which  the  IDS  cannot, so the Payload screen for an ADV mission will show
far fewer options, and there is no need to distinguish between packages.

Stores (weapons or other external loads) are listed down the left-hand side
of  the  Payload window, with a line running horizontally to the right from
each  beneath the aircraft diagram.  At the right-hand end of the line is a
panel showing the number left in stock at your airfield.

Vertical  lines  descend from the aircraft diagram at the top of the window
representing  the  hardpoints  to  which stores can be attached.  Where the
vertical  line  from  a hardpoint meets the horizontal line from a store, a
symbol  or  a group of symbols may be shown, which we explain below.  If no
symbol  is  shown where the lines meet, then it means that the store is not
compatible  with  the  hardpoint.   Each symbol means that one store can be
fitted  at  this  location.   Where  more  than  one  symbol  is shown at a
junction, this means that either there is more than one hardpoint there and
/  or a carrier can be fitted to attach more than one store.  Both of these
cases  apply  to  the  left and right belly hardpoints, where up to four of
many  stores  can be fitted there are two hardpoints and each can be fitted
with a double carrier.

Store/Hardpoint Symbology

Symbol              Meaning

Store symbol        A store in the current package (selected by clicking on a
                    Package button) is fitted at this point.

Greyed symbol       A store in a different package (not the currently selected
                    one) is fitted at this point.

Raised button       This point is available for this store within the current
                    package

Flush button        This point is available for this store, but not
                    within the current package. This is either
                    because the type of store is inappropriate
                    (e.g. drop tank in a ground attack package)
                    or because it would violate the rule that each
                    ground attack package must contain only one
                    type of store.

Sunken button       It would be possible of it this store to this point.
                    but only if you unload something else.

If  a  target-of-opportunity  package (or the "Other" package) is selected,
stores  may  be loaded or unloaded by placing the mouse pointer on a Raised
Button  or  a  Store symbol and clicking with the left button.  None of the
other symbols will respond if you click on them.

Two  other  buttons  appear  at  the  upper right of this window, under the
Package   selection  buttons.   These  are  marked  "Standard"  and  "Clear
Package".   Clicking  on  the  "Standard"  button  will  set up a load that
consists  of  weapon  packages  for  planned  targets,  plus  drop tanks as
appropriate.   The  defensive  pods  and 2 AIM9L.  All other stores will be
removed.   When  you  first  call  up  the  Payload window after loading or
creating  a  mission,  the  aircraft  will  be  loaded  exactly the way the
Standard button would do it.

The  Clear  Package  button  will  only be active if the currently selected
package  is  NOT  "X"  "Y" or "Z".  Clicking on this button will unload all
stores  in  the  currently  selected  package, except for external tanks if
these are essential for the planned mission.

Weight and Fuel

At  the upper left corner of the screen figures are shown for All-up Weight
(aircraft  plus all fuel and stores), Stores Weight (excluding fuel in drop
tanks),  Fuel  Weight  (including  fuel  in drop tanks), and Weight Margin,
which  is  the  difference  between  All  up  Weight  and  Maximum Take-Off
Weight(MTOW).   All of these weight figures are passive displays except for
Fuel Weight, which can be used to load or unload fuel.
 
Whenever  a  mission  flightplan is loaded, created or changed, a minimum
fuel  requirement  is automatically calculated for the distances and speeds
specified,  plus  a fixed margin of 1500 kg.  (3300 lbs.).  This calculated
minimum fuel weight will be shown as already loaded when you first open the
Payload Window.  If more fuel is required for the mission than the internal
tanks  can  hold,  then  external  tanks  will  be shown as fitted.  If the
external  tanks are fitted then they will always be full, and internal fuel
will always be topped up to maximum as well.

When  external  tanks  are  NOT  fitted,  you can change your Internal fuel
loading  by  means  of  the Fuel Weight display.  Click on the digit of the
Fuel  Weight  figure  which  you  wish  to change.  This will cause buttons
showing  arrow  symbols  to appear below and above the digit.  Click on the
arrows  to  change  the  digit  up  or down.  Click and hold down for rapid
change.   Digits  above  or  below  will  be affected as the changing digit
passes  upwards  through  9  or downwards through 0.  To change a different
digit,  just  click  on  that digit instead and the arrow buttons will move
over.   The  arrow buttons can be dismissed altogether by clicking a second
time  on  the digit between them.  Using the arrow buttons you can increase
the  fuel  quantity  up  to  the maximum internal fuel figure.  If you want
more,  this can only be done by loading full external tanks (in the "Other"
package).

If  you reduce the fuel load to below the calculated minimum requirement, a
small  window  called  the Problems Window will automatically appear on the
screen.  Many different messages can and will appear in the Problems Window
when  you  start to plan your own missions, but this one will say something
like  ERROR:   001  A - Not enough fuel for flightplan.  This means what it
says:   you  have  too  little fuel to fly the flightplan, and you won`t be
allowed  to  take off until you`ve either loaded more fuel or replanned the
route  to  reduce  the  fuel  requirement.  For more detail on the Problems
Window, see the second section of this chapter.

What to load?

The  "Standard.   option"  will  always  load  certain  items  if there are
hardpoints  to  take them.  For the IDS these are the defensive pods (chaff
and  flare dispenser on the starboard outer wing pylon, ECM pod on the port
outer), and a pair of AIM9L for self-defence, one on each inner wing pylon.
Other stores may be loaded in these places, but think hard before you leave
the defensive pods at home.  If you do, you will have NO chaff or flares or
ECM!   This  does not apply to the Tornado ADV, because all these items are
internal on that aircraft.

The  AIM9L  are more genuinely optional.  Without them your only air to air
weapon  is  the gun, but standard tactical doctrine for a Tornado IDS faced
with an interceptor can be summed up in two words:  Run away!  On the other
hand  this  means  that  you immediately grant the enemy a "mission kill" -
you`re  still  alive" but your mission is dead.  The decision is up to you,
but  because  the  weight  and drag of the AIM9L are comparatively small we
would  suggest  that  you  carry them unless you definitely need the stores
points for something else, like ALARM.

If  you want to load these items for yourself, remember that you must click
on the "Other" package button first.

Another  discretionary  form  of defensive armament (though sometimes these
will be the weapons specified for your planned attack) would be ALARM anti-
radar missiles to use in Direct mode against SAM or AAA threats in your way
but  these  are fairly heavy, and you may not have suitable hardpoints free
to  carry them.  If you do decide you want to take some, first click on any
package  button  showing "-" to assign them to a package which is currently
used.

If  there  are  free  Packages,  free stores points and a sufficient weight
margin,  you may if you wish load extra ground attack weapons for unplanned
targets  -  Targets of Opportunity.  Just click on a Package button showing
"-",  and  add the weapons you want.  All weapons in one Package must be of
the  same  type  The delivery mode for such a package will automatically be
set to manual delivery, or its nearest equivalent for the weapon concerned,
but  it can be changed in the air using the Stores Management Display.  See
the  Weapons  Conversion  chapter and / or the Aircrew Notes section on the
Navigator`s Cockpit Layout for details of how to do this.

Keep  it in mind that a heavily loaded aircraft will handle more sluggishly
and  fly  more  slowly  than  an aircraft with a lighter load.  An aircraft
loaded near its maximum take-off weight will need careful, smooth flying to
avoid  stalling  when  flying  at  low speeds.  Sometimes a maximum load is
unavoidable,  but don`t make a habit of taking all of your weight margin as
extra fuel or weapons.

Starting the Mission

When you are satisfied that you have absorbed all the necessary information
and  that the aircraft is suitably loaded for the mission, you can click on
the map Screen Button labelled "Take off".  After a brief pause to download
the  flightplan to your aircraft, you will find yourself in the cockpit, on
the  runway,  with  immediate  clearance to take off.  Before you do so, be
sure  you  have  worked  through the "Taking Off" section in the Elementary
Flying Training chapter, or at the very least consulted the checklist given
in the Aircrew Notes.

Final Exercises

Now  that  you can read the flightplan before you take off, we suggest that
you try out the Bombing Range exercises available under the Trainig option.
Remember  that  this  is  live  flying,  not like the Simulator.  You can`t
arrange  for  the  aircraft  to  bounce  off  the  ground, you must fly the
aircraft  at  actual  weight,  and  you  can`t  just  blow up or shoot down
anything  that  takes  your  fancy.   The  Debrief  for  the  Bombing range
exercises  will  include  a score for accuracy (see the Debrief chapter for
details).

Once   you`ve   done   these,  try  the  Training  exercises  tagged  "OCU"
(Operational  Conversion  Unit),  which simulate actual missions apart from
enemy fire, then go back to the Simulator, where another more difficult and
realistic  set  of  OCU missions (plus air combat exercises) are available.
Switch  on  enemy  activity and as much realism as you can handle, then try
these out against a simulated enemy, in all weathers.

We  cover  how  to  use  AFDS Track mode to follow an IDS flightplan in the
advanced  Flying Training chapter.  For an ADV flightplan which may contain
a  CAP  pattern.   It`s very similar.  Just take off and engage Track mode.
The  AFDS  will fly you to the CAP Start and feed you into the pattern.  If
left  under  AFDS  control the aircraft will loop between CAP Start and CAP
End  points  until  it  runs  out of fuel.  You can break out of the rut by
either  disengaging  the  AFDS  or using the "Skip to next waypoint" key to
advance  the selected waypoint past the CAP End point.  There`s a Simulator
OCU CAP mission which lets you try this out.

When  you  can  fly  and  survive  the  OCU  missions against the worst the
simulator  can  throw  at  you,  you`re good enough to take your chances in
Combat.   Start  with the single Mission options.  You have three different
War  Zones  to fight over, so it`ll take you some time to exhaust all these
possibilities.   Some  of  the  missions  are  solo exercises, some of them
involve  coordinating  with  other  aircraft - remember that timekeeping is
just as important as accuracy.  When you think that you`re getting the hang
of it and you understand the tactical problems, move on to the next section
and put your own ideas into practice.

SECTION 2 - PLANNING YOUR OWN MISSIONS

2a 'FREE FIRE' and LEVEl 1 CAMPAIGNS

This section assumes that you have read and understood all the instructions
on  basic use of the Mission Planner given in the preceding section.  There
are several ways to get started on planning missions for yourself.  You can
try  editing some of the Simulator Missions for practice, and then go on to
Combat  or  you  can select "Mission" from the "Combat" screen, followed by
either  of  the  Missions titled "Free Fire" from the Selection Menu.  When
you  arrive  at the Mission Planner for a "Free Fire" mission there will be
no  preset  mission  plan  at all, and it`s up to you to select a target, a
patrol  station  or other obective and create a flightplan.  Apart from the
need  to  define  your  own objective and flightplan, a "Free Fire" mission
works   exactly   like   any   other   single   mission,  and  is  entirely
self-contained.

The  Campaign  option  is the next step up, providing a connected series of
missions  set  in  a  military  situation  which evolves over time.  If you
choose  "Campaign"  on the "Combat" screen, and one of the Level 1 Campaign
scenarios  you  will see a bare outline of a mission which simply specifies
an objective, rather than a complete flightplan.  This outline is your Task
for  the  next mission, and you must do all the detailed planning, then fly
it.  When (and if) you return from that mission your commander will present
you  with  a  new Task to plan and fly.  The Campaign will last for as many
missions  as it takes to accomplish the Campaign objectives, or to lose the
war,  or until a stalemate is reached.  When you need a break, you can exit
from  the  Mission  Planner  to  the  Mission Selection Screen and save the
current situation to reload and continue later.

IDS  missions  in  a  campaign  will have a variety of aims.  They might be
directed  at  reducing  the  enemy`s  air-power  (Counter-Air  Operations),
denying  him  the  routes  he  needs  to  supply  or move his ground forces
(Interdiction  Operations).,  destroying  other  vital  enemy installations
(Attack  Operations),  or  beating  down  AA  threats  to clear the way for
further  strikes  (Defence  Suppression).   You  may also be called upon to
provide  Close  Air  Support, attacking enemy ground forces actually on the
battlefield.   This  will  only happen if your side is in a truly desperate
situation  -  and  if  it does, your chances of survival are not good.  The
best   way   to  avoid  this  is  to  succeed  in  your  primary  missions.
  
After each mission, the Task for the next
will  reflect your degree of success so far, and its effect on the military
situation on the ground.

At  this  level  you  don`t  have  to  decide  what to hit or when The Task
specifies  the  time  and the target, the nature of the target dictates the
choice  of  weapon  but  it is up to you to decide how to reach the target,
attack  it  and  return  with  the  maximum  probability of success and the
minimum risk.

If  you are trying out the "Free Fire" Missions, you can choose anything on
the  map as your target and you can land at any airfield you like, provided
its  allied,  but  you  will always start at the same airfield.  On the map
you`ll  see  that  the  Take  off  waypoint  A is already set, marking your
position.

Read, or suffer the consequences...

This  is not a threat, it`s a friendly warning.  This section aims to cover
all  you  need  to  know to create flightplans, though we can only give you
general  advice  on tactics.  Some of this material is relevant to Campaign
play,  some  is only relevant to "Free Fire" missions.  Which ever of these
options  you  plan  to  try  out, read all of this section first - once you
start  creating  and  editing missions you have enough freedom of action to
screw  up in a big way!  It`s vital that you understand what you`re doing -
you`ll  soon  discover  that  you  won`t  be  allowed  to  take off if your
flightplan doesn`t make sense.

Turning a Task into a Flightplan

When  you  select  a  Campaign  scenario  on  the Mission Selection Screen,
instead  of the Briefing you would expect for a single mission you will see
a  summary  describing  the  military  situation  at  the time the Campaign
starts.   The  title  of  the Campaign scenario itself should give you some
clue  as  to  what  to  expect.   When  you  Commit and move to the Mission
Planner,  two  differences  should  be seen:  a) there is a flightplan laid
out,  but  it`s just a skeleton, and b) the Map Screen Button which used to
say "Briefing" is now titled "Task".

Click  on  the  Task button to see the Air Tasking Message - these are your
orders.   They  will describe the type of mission in terms of role (Attack,
Interdict, Counter-Air etc.), the type and callsigns of the aircraft taking
part,  the  position  and nature of the target(s), the type of weapon to be
used  and  the time for the attack.  Times may be specified as TOT (Time On
Target), which must be achieved in order to coordinate with other activity,
or as NLT (Not Later Than), which leaves you with some discretion.

In  Level  One  Campaigns,  you  will  only need to create a flightplan for
yourself,  and  the  following  paragraphs deal mainly with that situation,
deferring  the  problems  of  multi-aircraft  mission  planning  (Level Two
Campaigns) till later.

Problems, Warnings and Errors

When  you  first  see  the skeleton flightplan of a new Task on the Mission
Planner map, you`ll often notice a small window without a close box, titled
"Problems".   This  appears  because the Task outline as it stands is not a
viable  flightplan,  and  the  planning  support  systems are automatically
alerting you to the fact.

The  planning  systems  apply  a  set of rules to any flight plan to detect
unreasonable  situations  such  as  unflyable course changes, impossible or
improbable  timings  and speeds, or Initial Points too close to the target.
When  a  flightplan  bends  or breaks these rules, the Problems window will
automatically  appear  with  a list of messages.  These messages will start
with  either "ERROR" for a problem which must be fixed before you take off,
or "WARNING" when the problem is not so serious as to completely invalidate
the  flightplan.  You can either tackle these problems immediately or leave
them  until later, but you will not be permitted to download the flightplan
and take off while any ERROR message appears in the list.  Every message is
tagged  with  the  callsign (mission number plus letter) of the aircraft to
which  it  applies:   003  A for example.  This is done so that when you`re
planning  multi  aircraft  missions you know which message applies to which
aircraft.

Setting and Moving Waypoints

If  you  are planning a "Free Fire" mission there will be only one waypoint
on  the  map  when you enter the Mission Planner - the Takeoff Point, where
you  and  your aircraft are based.  You will have to lay down all the other
waypoints for the mission yourself.  If you are starting a Campaign, an IDS
Task  outline  will usually preset Target Waypoint(s), and an ADV Task will
usually preset a CAP point, depending on the nature of the mission, plus an
Approach  Point.   You  will  generally create your flightplan by inserting
extra waypoints between the ones you are given, and then dragging them into
position.   Both  operations  are  quite straightforward, and complications
only arise when you place waypoints too close together, so for your initial
experiments it is best if you keep waypoints spaced well apart.

In  order  to start placing or moving waypoints you must first click on the
Map Screen Button labelled "Flightplan" thus opening the Flightplan Window.
Remember  that a flightplan may have up to 15 waypoints, but no more.  When
the limit is reached, the system will refuse to create any more.

Placing Waypoints

Clicking  anywhere  on  the map with the LEFT mouse button will place a new
waypoint  at  that  point, adding it to the end of your current flightplan.
The  new waypoint will be a Turning Point by default unless it is placed in
the ILS coverage of an allied airfield, in which case it will be created as
an Approach Point.

Dragging Waypoints

Place the mouse pointer crosshair on the symbol of the waypoint you wish to
move  and  hold down the LEFT mouse button.  While you hold the button down
you  may  drag  the  waypoint  about  the map by moving the mouse.  "Rubber
Lines"  will  be  drawn  to  show  the  new  legs  to and from the waypoint
affected.   When  you release the mouse button the waypoint is "dropped" in
its  new  position, and the legs to and from will be redrawn, together with
the  curve  of  the  turn following the waypoint.  Depending on how far you
moved  the  waypoint,  other  legs  and  curves  may also be affected.  The
smoothness  or  otherwise  of  the  curve  drawn  can  be  adjusted  on the
Preferences screen.

Note  that  dragging  a  waypoint  also selects it (see below).  Dragging a
waypoint  from  place to place will not change its Type unless it enters or
leaves  the  ILS  coverage  of an Allied airfield.  A Turning Point dragged
into  ILS  coverage  can  become  an  Approach Point, and an Approach Point
dragged out of ILS coverage reverts to a plain Turning Point.

Selecting waypoints

A waypoint must be selected before certain operations can be performed upon
it.   The  letter of the selected waypoint is highlighted in the Flightplan
Window.   Waypoints  may  be selected either by clicking on the appropriate
letter  in  the  Flightplan  Window,  or by clicking inside the appropriate
waypoint symbol on the map.

Deleting Waypoints

The  Delete  button  is  not  shown in the Waypoint Strip of the Flightplan
Window  unless  it`s permissible to delete the selected waypoint.  Clicking
on  this  button deletes the selected waypoint, as you`d expect, and causes
waypoints  later  in the flightplan to be relabelled as necessary.  Earlier
and  later curves and legs may be affected by the deletion.  Waypoint A can
never  be  deleted.   When working with a flightplan for multiple aircraft,
only formation waypoints may be deleted.

Inserting Waypoints

The  Insert  button  is  not  shown in the Waypoint Strip of the Flightplan
Window  unless  it`s possible to insert a new waypoint BEFORE the currently
selected  one.   New  waypoints are inserted halfway between existing ones,
and  must  be  dragged  to  their  desired  positions.  Waypoints after the
insertion  point  will  be  relabelled  as  necessary.  Waypoints cannot be
inserted if all 15 available waypoints are already used.  When working with
a  flightplan  for  multiple  aircraft, insertions can only be made in legs
common to all aircraft in the formation.

Turning Circles

As  you  should  already know, the planning system plots a curve after each
waypoint,  leading  into  the straight leg towards the next.  The radius of
the  curve  is  governed by the Speed set for the adjacent waypoint and the
control  authority of the AFDS system:  the faster the speed, the wider the
turn.

When  you  are  dragging waypoints about, the legs to and from the waypoint
are drawn as "rubber lines" but the curve is not drawn (this is to Speed up
the  screen  redraw).   However,  the turning circle calculations are still
performed and the lengths and directions of the legs are accurate.  Because
the  direction  INTO  the  next  waypoint is changed, the curve out of that
waypoint  will  change  also, affecting the direction into the next, and so
on.   The  effects  will  ripple on through the flightplan for a greater or
lesser  distance depending on how large a change you made, but you will not
see  the  ripple  effect  until you drop the waypoint in place and the legs
affected are redrawn.

For  this reason, if you wish to control the precise direction of more than
one  leg  in a flightplan (e.g.  for a JP.233 attack run or an approach for
landing)  it  is  best  to  lay out all the waypoints first, then precisely
place  the  Target  Waypoint(s), select weapon(s) and delivery mode(s), set
any  fixed  Speeds  (and/or  times)  and  only  then  to  work  through the
flightplan  in  order  from  start  to  finish  dragging  waypoints  to set
direction,  so that changes rippling forward affect only the legs which you
have not yet adJusted.

Two  kinds  of  problem  can  arise  when you place two waypoints too close
together.   The  first  of these problems can affect any pair of waypoints,
and  happens when the second waypoint is INSIDE the diameter of the turning
circle curve from the first.  Diagram 5.7 shows that this means it is quite
impossible  for  the  aircraft ever to reach the second waypoint by turning
towards  it - instead it will circle until you use the Next Waypoint key to
skip  the  offending waypoint.  Not only will this type of error be flagged
in the Problems Window (e.g.  "WARNING:  OO1A - C too close to B.), but the
curve  will  not be drawn and the preceding and following legs will meet at
the waypoint as straight lines.

The  second  type  of problem affects only Initial Points and Targets.  The
planning  system calculates how far back from the target the weapon will be
released,  and  demands  that  you  must have time to line up on a straight
attack  run  before you reach the release point (or the pull-up point for a
Loft  attack).  This type of problem will be flagged in the Problems Window
(eb.  "WARNING.  002A - IP too close to X").

Target Waypoints and Attacks

We`ve   now  covered  the  procedure  for  placing  Turning  (or  Approach)
waypoints,  but position is only one of the attributes of a waypoint.  Many
of  the  other attributes (Time, Speed, Altitude etc.) can also be adjusted
as necessary, and the Target Waypoint is the type which most often requires
tinkering  of  this  sort, as well as the setting up of the weapons Package
for the attack.

Because  it`s the most critical type of waypoint, we`ll cover its set-up in
detail, though you won`t need to perform this entire operation from scratch
unless you are planning a "Free Fire" mission or playing at Command level.

Creating and Placing a Target Waypoint (IDS only).

The  accurate  placement  of  a Target Waypoint is obviously critical.  The
first problem is to identify the target on the map.  Assuming that you know
what type of target you want to hit and roughly where it is, centre the map
on  the  approximate  position  and place a standard Turning Point waypoint
there.  There are two ways of doing this:  one is to call up the Point Data
Window  and  explore with the mouse pointer, the other is to use the Target
Finder, which can also be useful for choosing targets in the first place.

Click  on  the  Map Screen Button labelled Targets, which calls up a window
showing  two lists.  Click on an item in the left list to select a category
of  target  (Military,  Transport  etc.).   The  right  list will change to
display a list of individual types of target in the selected category (e.g.
Hangar,  Hardened Munitions Store etc.).  Click on the type which describes
your  target.   Every  target of that type on the map will now be marked by
the  Category  Flag  symbol, helping you pick out your intended target from
other  buildings  in the same area.  Category Flag symbols will be shown on
the map while the Target Finder window is open regardless of whether or not
Category  Flags are turned on in the Key.  When you close the Target Finder
window, the Category Flag symbols will disappear unless they are enabled by
the Key.

Drag your intended Target waypoint (still a Turning Point at this stage) to
the  target and drop it there.  Now call up the Waypoint Window if it isn`t
already  open.   At the left end of the line displaying the waypoint.  Type
is  a button showing a small circular symbol.  This is a Cycle button, used
to cycle through a range of alternative options.  As you can see, there are
many other buttons of this type in a Waypoint Window.

Click  once  on  the  Type  Cycle  button.   The waypoint Type changes from
Turning  Point  to  Target,  the  label  changes to X, Y or Z, the Waypoint
Window  expands  and  acquires  the  extra displays necessary to define the
weapon  Package,  and  the  waypoint  symbol  on  the map changes shape and
"snaps" to the intended target.  Whenever you change a Turning Point into a
Target  waypoint,  the  waypoint  will  snap  to  the exact position of the
nearest  object.   If Category Flag display is enabled, it will snap to the
nearest  flagged object.  The "snapping" feature can be disabled by holding
down  the  Alt  key  while  dragging  the Target Waypoint The Turning Point
before the Target will automatically change to an Initial Point.

The planning systems will also select a default weapon Package based on the
type  of  Target,  but if you like you may change this.  To select a Weapon
type just click on the desired button in the Weapon display.  If the weapon
type  has  more  than  one  possible  delivery mode you may choose from the
available options by clicking repeatedly on the Cycle button at the left of
the  Delivery  display.  At the right of the Delivery display is the Safety
Height  Button;  clicking on this sets the waypoint Altitude to the minimum
safe  height.   Below  this  is  the  Salvo  Size display, showing how many
weapons  there  are in the Package.  The Cycle button beside it can be used
to  select  a size of 1, 2 or 4 weapons, depending on the type.  The button
to  the  right shows the recommended salvo size for the recommended weapon,
and clicking on this will set that figure.

Setting up a CAP Station (ADV only)

The  "typical" ADV Combat Air Patrol mission involves taking off, flying to
a  given  position  and  altitude,  and  then  flying  round and round in a
"racetrack"  pattern  waiting to intercept enemy aircraft.  In order to set
up  a  CAP mission, create a skeleton flightplan (if it`s not provided) and
place  a  Turning  point  roughly where you want each end of your racetrack
pattern to be.  Space them fairly well apart to start with.  Now select the
first of these two waypoints and call up the Waypoint Window.  Click on the
Cycle  button  for  the  waypoint  Type, and it will change to "CAP start".
This will automatically convert the next Turning Point into a "CAP End" and
you  should  see the leg between the two change into a circuit with rounded
ends - your CAP pattern.

Normal  practice  would  be  to line the racetrack up so that the long axis
points  in  the  general direction of the enemy.  This means that on one of
the  two  "straights" you`re pointing your radar (set for maximum range) in
the  direction  from  which you expect business, on the other you`re mainly
watching  your  Radar  Warning  Receiver,  and  at  the  ends you sweep the
airspace on either side of the pattern.

Once a CAP pattern is set in a flightplan you will not be allowed to change
the  types  of  any other waypoints, though you can still insert, delete or
drag  points  as  usual.   You can still go back to the CAP Start point and
change  it back to a "Turning Point" though.  This will also change the End
point and give each Turning Point an active Type Cycle button again.  Times
of waypoints after a CAP pattern are obviously fairly meaningless you don`t
know how long you`ll be waiting there.

Altitude

For normal air-to ground operations the Altitude Authority Mode shows "Ride
Height"  and  the value set is 200 (feet), so that if the aircraft is under
AFDS  Track  mode  control  it will fly these legs terrain-following at 200
feet.   We  have  just  mentioned  the button which copies the minimum Safe
Height  for the selected weapon type into the Altitude fire but in fact you
can  set up any feasible combination of Authority Mode and value.  Clicking
on  the Cycle button at the left of the display changes the mode from "Ride
Height"  to  "Altitude  Hold"  or vice versa.  When changing from "Altitude
Hold" to "Ride Height" the altitude figure will "snap" to the nearest valid
setting  which is available for terrain following (200, 300, 400, 500, 750,
1000 or 1500 feet).

If you have selected "Ride Height" and you want to change the actual height
value, click on the button showing the value itself.  This will call up two
buttons  showing  arrows,  one above and one below the figure.  Clicking on
the upper arrow button will change the height figure to the next valid ride
height  UP  (if any), and clicking on the lower arrow button will change to
the  next  valid  height  DOWN.   Clicking on either button and holding the
mouse  button down will cause the figure to change rapidly.  Clicking again
on the figure itself will dismiss the arrow buttons.

If  you  select "Altitude Hold" as the "Altitude Authority Mode" each digit
of  the  altitude figure will appear as a separate button.  Clicking on any
of  these  will  call  up arrow buttons to change one digit at a time up or
down.   Note that a "carry" will affect the next digit to the left or right
as  you  change any one digit up past 9 or down past 0.  If you`re planning
legs  set  for  Altitude Hold, don`t forget to check the Flightplan Profile
Window to make sure that you`re not proposing to fly through hills.

The  planning system will check your altitude on the Attack run against the
minimum  Safe Height for weapon release, and issue a WARNING if its set too
low.   If  you`re  going  to fly the attack run manually you can ignore the
warning and run in as low as you like provided that you`re at a safe height
(for horizontal distance) by the time your bombs explode.

Times and Speeds

If  you`ve been trying out these procedures as you go, you may have noticed
that  when  you  change a waypoint`s Type from Turning Point to Target, the
Speed setting for the Target Waypoint changes to a higher figure, depending
upon the weapon type selected.
 
The  system  uses  two  default values for speed, 420 knots as a standard
cruise,  and  550  knots  as  a standard speed for attack runs; and it will
normally  calculate  waypoint  times  using  these  values.   If  you wish,
however,  you may set any feasible speed value you want for any leg, and if
you do the Speed status will change from "Free" to "Fixed".  "Fixed" status
means  that  the  planning systems will juggle other times and speeds which
have "Free" status as much as necessary in order to ensure that you can fly
your attack run at this speed and still maintain your timetable.

If  a Time On Target (TOT) is specified in the Tasking Message, it would be
normal  for  the  time  at  the  Target  waypoint to be set as "Fixed" too.
Regardless  of  what the Tasking Message specifies this should be mandatory
if  more  than  one  aircraft  is  involved  "In the operation" though each
aircraft`s  TOT  may  be  different  by a few seconds, Times and Speeds are
closely bound together, so it makes sense to deal with both at once.

Time and Speed status can be changed using the Cycle buttons at the left of
their  respective  display lines, but it would be more common to change the
actual  Time or Speed value first, which will automatically change a "Free"
status to "Fixed".

Changing  the Speed value is done just like changing the Altitude value, by
clicking on a digit and then using the arrow buttons.  Use the Cycle button
to  the left of the value to change the speed representation between Knots,
IAS  and  Mach  Number,  whichever  is  more convenient.  The Time value is
changed  in  a  similar  way, except that here there are buttons for hours,
minutes and seconds rather than for the individual digits.

Time and Speed Problems

A  waypoint`s  Time  is the planned time of arrival (and / or departure) at
that  waypoint.   The  Speed is the average speed over the preceding leg of
the  flightplan which will get you there at that time.  Speed at a waypoint
is  also  used  to  calculate the radius of the turn on to the next leg, so
you`d  better  wait  till  you`re  on the straight run to the next waypoint
before you accelerate or decelerate

Calculating the Times and Speeds by hand and making them fit together would
be  very  tedious,  time-consuming and error-prone, so the planning systems
will  automatically recalculate and check all Times and Speeds every time a
waypoint  is  created,  moved  or  deleted.  The system is very capable, it
saves  you  a great deal of work, and it won`t create impossible timetables
unless  you  flatly  order  it  to - and even then it will use the Problems
Window  to  inform  you  that  you  are  asking  for  the impossible or the
unlikely.

We`ve tried to make this system as intelligent and easy to use as possible,
but the laws of physics impose a number of irksome restrictions, given that
we`re  simulating  a  Tornado  rather than a Time Machine.  It`s easy to be
carried  away  by  the  possibilities of the scheduling system - and if you
are,  you  run the risk of ending up in a straitjacket, one way or another.
You need an appreciation of what`s possible and what isn`t.

Let`s  assume  that  we  have a target (X) ten nautical miles away from its
Initial  Point  (call  it D).  The Time at X is 12:00:00 Fixed Speed is 600
Knots  Fixed  (see  diagram 5.9).  If you were to look at the Waypoint data
for D, you`d find the Time at D showing as 11:59:00 Bound, and you would be
unable  to change status or value directly, though the Time would change if
you dragged D to a different position.  Whats going on?

The  Speed of 600 knots for the leg D X dictates exactly how long it should
take  to  fly  the  distance from D to X:  at 600 knots you`ll cover the 10
nautical miles from D to X in 1 minute.  That means that you MUST pass D at
11:59:00  -  no  other  answer  is  possible  unless you start allowing for
variable  speeds  over the leg.  That would open up a can of worms which we
would  prefer  to  keep  firmly  shut.   That`s why the Time status at D is
"Bound".

There  is another variant of the same problem.  If you Fix the Times of two
adjacent  waypoints,  the Speed for the leg between them (the one given for
the  second waypoint) becomes Bound; it is dictated absolutely by the Times
and the distance between the waypoints.

The  best  way  to avoid creating problems for yourself is to Fix Times and
Speeds  only  when necessary and most of the time it`s not necessary, under
normal  circumstances the only Time in a mission which needs to be fixed is
the  Time-On-Target,  and  the only legs where Speed need be fixed are legs
where you have no choice but to cross defended zones.

Tactics for Mission Planning

We`ve  now  covered  the mechanics of manipulating waypoints in the Mission
Planner,  but the really important question is; what to do with them?  What
you  should be trying to achieve is the most effective attack possible with
the minimum risk.  It`s time to look at tactics.

Assuming  that  you  know  what  your  target is, you can either accept the
weapons   package   which  is  given  in  the  Tasking  Order  or  selected
automatically by the planning systems, or you can use your own judgement to
find  some  alternative type of attack which will increase your accuracy or
decrease  your  risk  or  ideally both.  To make this sort of judgement for
yourself   you`ll   need  to  be  familiar  with  all  the  weapons,  their
capabilities, their delivery modes and the sort of accuracy achievable with
each.   The  best  and  safest  way to acquire a feel for the subject is to
practise intensively in the Simulator.

Assessing  the risks, however, really requires practical live experience of
trying  to  penetrate  enemy territory, defend yourself and deliver attacks
under fire.  You`ll have to acquire this experience for yourself, but we`ll
try to give you some idea of the questions you should be asking yourself:

Choosing the Axis of Attack

The  direction  in  which  you  make  your attack may largely determine its
success,  for several reasons.  Your direction of approach should to strike
the  best  possible  compromise  between  three  demands  which  frequently
conflict with one another:

1:  The ideal Attack Run on a defended target is the one which overflies no
AA  threats and uses the terrain to mask you from the target defences until
the last possible moment.

2:  In any unguided bomb or dispenser attack, the salvo or the submunitions
have the greatest probability of landing in an area or "footprint" which is
relatively long in your direction of flight and relatively narrow from side
to  side (see diagram 5.11).  The ideal Attack Run will exploit this effect
to  maximise  the  chance of destroying something worthwhile.  The simplest
example  of  this  is a JP233 attack on a runway.  If your Attack Run takes
you  over the runway along its length, or (even better) at a small angle to
it,  almost  all  of  the  submunitions will fall on the runway, making the
maximum  number  of  holes  in it.  If you make your attack at right angles
across  the runway, a much smaller proportion of the submunitions will fall
on  the  runway  itself,  and most will be wasted.  Military installations,
especially  airfields,  are  frequently  laid out in such a way as to avoid
concentrating  too  many  targets  in  a  straight line, but it will almost
always be possible to identify good and bad directions for an attack.

3:   The ideal Egress Run from a target is the one offering the fastest way
back into cover, leading to the quickest safe exit from enemy territory.

Routing to and from the target area

Having  set up the Target Waypoint and the waypoints immediately before and
after  it, the next thing to do is to construct the rest of your route from
take  off  to  Initial  Point,  and  then back to the airfield at which you
intend to land.  Creating the waypoints to do this is easy using the Insert
button,  and  you  can  drag the resulting waypoints about the map at will.
The  problem  is  deciding where to put them.  Here are some of the factors
which should affect your decisions:

AA  Threats:   Many  if  not  all  of the enemy`s AAA and SAM sites will be
known,  and also the effective ranges of the weapons there.  It`s obviously
not  a good idea to fly within range of these if you can avoid it.  You can
use  the Key to command the display of the relevant threat circles, showing
the  areas  to  avoid.   If  at all possible you should also avoid any area
where  there is large scale ground fighting in progress, or indeed any area
where enemy ground forces are thought to be present in large numbers.

Remember  that  unless  your  intelligence  is  perfect, you don`t know the
position  of  every  last threat, and the positions of the ones you do know
about  can`t  usually  be  given  with  absolute  precision the threats are
mobile,  and  its  in the enemy`s interests to move them about from time to
time.   Be  wary  of  narrow  gaps between threat circles - the gap may not
exist  in real life.  When trying to assess where unknown defences are most
likely to be placed, ask yourself where the potential targets are.  If it`s
obviously  worth  your  while to attack it, it should be equally obvious to
the enemy that he needs to defend it.

Radars.   The positions of the enemy Early Warning Radar stations are known
together  with  their  coverage.  You can use the Key to show the estimated
coverage.   An  estimated floor, of radar coverage - the height below which
you must fly to avoid detection by ground radars - is also available in the
Profile  window  for  your route, or the Point Data window for any point on
the  map,  but  this is only an approximate value.  If you want to postpone
detection  and  the resulting interception by enemy fighters for as long as
possible,  you  should a) stay as low as reasonably possible, and b)stay in
hilly  areas  as  much as possible, to obtain the best masking effect.  The
Profile   window  is  especially  useful  in  minimising  your  chances  of
detection.   If the enemy has an AWACS aircraft on station, you must assume
that he can see you almost anywhere.

Fighters.   If  the  enemy  can  track  you,  he  will dispatch fighters to
intercept  if  he  can  -  or you might simply cross the path of a standing
fighter  patrol.   You can use the Key to show likely enemy CAP (Combat Air
Patrol)  stations,  where Fighters circle ready to be directed to intercept
intruders like yourself.  If this data is reasonably reliable, it will give
you  a  feeling for the likely speed of the enemy`s response if and when he
detects  you.   More  rarely, fighters might be scrambled from readiness on
the  ground  to intercept you, but this gives a much slower response and is
therefore  less dangerous - unless the enemy saw you coming from a long way
off.

Distance  Flying  at maximum weight, especially in enemy airspace, is to be
avoided  if at all possible.  The length of your route, the load you carry,
and  the  speeds  at  which  you  plan  to fly will all influence your fuel
requirement.   Therefore  the  distance factor must be balanced against the
others given above.  The estimated fuel consumption for the flight is shown
in the Analysis window.

Selecting Take-off and Landing Direction

Call  up  the  Met.  Report and study the wind strength and direction.  Now
set up the first waypoint after take-off (inserting a new one if necessary)
so  that  you  will  be taking off with a head wind component.  See diagram
5.13  for  an  explanation  of  how the direction of the first leg dictates
which runway you will be set up to use.

As  for  landing; the Approach point specified in the Task will normally be
set  up  to land you into wind, and you will not need to change this unless
you wish to land somewhere else (see below).

Landing away from base

If  the  distance  you  have  to  fly becomes excessive, you might consider
planning  to land at another allied airfield This is always possible, as in
the  case of diversion for an emergency landing.  The only penalty for this
is  that  during  a Campaign the time required for the ferry flight back to
your  operating  base  will delay the start of your next mission.  When you
return  to  the  Mission  Planner  your  aircraft will be shown at its base
airfield  -  the  time for the ferry flight will already have been added to
the clock.

If you have to make an emergency landing on a road in Allied territory, you
can  be  back at your base with a time penalty of no more than a few hours,
but  it  may take a day or more to return your aircraft to the flight line.
If reserve aircraft are available you`ll notice no change in your strength,
but  if  your  reserves  are  depleted  then  your strength will be reduced
temporarily.   The  same  effect may be observed when your aircraft returns
damaged  and needs repair, or when heavy losses in the air or on the ground
outstrip the rate of replacement.

Relocating to another airfield

As  the  campaign  progresses,  your  commander may decide to base you at a
different  airfield.   This  decision  could  be  prompted  by a variety of
factors.   For  example,  your current base might be threatened by an enemy
advance  or  badly  damaged  by  air attack, your priority targets might be
clustered  on  the  other  side  of  the  map,  or  enemy action might have
disrupted the supply system in the base area.

When the order comes to do this, the Air Tasking Message will conclude with
a  line like "Relocating to Allied 3" and the skeleton flightplan will show
a  landing  at  the  new  base.   Landing  anywhere  else  will  incur  the
ferry-flight delay.

SECTION 2b - LEVEL TWO CAMPAIGNS

At  this  level you are responsible for creating flightplans for your whole
formation  of  Tornados  and  selling up coordinated attacks.  This section
assumes  that  you  have  masytered  the  process of mission planning for a
single aircraft.

A  Task  at  this  level will normally prescribe an attack on a large enemy
installation an airfield, for example - assign targets to each aircraft and
specify  a  Time  on  Target.  It will be your responsibility to set up the
individual  attacks  and  their  precise  timing.   Here is a list of basic
principles for achieving a successful coordinated attack:

1 :  Concentration in Time.  No-one reacts instantly:  it always takes time
to  grasp  the  situation and work out a response.  This is true of AAA and
SAM  crews  and also of their equipment it takes time to slew and elevate a
gun  barrel  or  a  launcher,  and time to defeat your ECM.  If your entire
attack  is  compressed  into  the  space  of  a few seconds with no advance
warning  you  may be gone almost before the enemy has started shooting.  If
your  attack  consists of four aircraft making separate passes in sequence,
the  first  aircraft  through may escape undamaged but the rest will almost
certainly  be shot to pieces.  Even if you don`t achieve complete surprise,
you  can  still  hope  to saturate the defences.  The idea here is that you
have  many  guns  shooting at many different aircraft rather than many guns
shooting at one aircraft at a time.

2:   Dispersion  in  space.   So  you set up your attack with four Tornados
making  a  single fast sweep over the target in tight formation.  You`re in
and  out  in  thirty  seconds  or  less, but everybody gets hit.  What went
wrong?  This should be obvious - all the defences were shooting in the same
general  direction  at  the  same  time.  The enemy can concentrate all his
firepower on the small volume of space which contains all of your aircraft,
and stands an excellent chance of hitting something, even if it wasn`t what
he  was  aiming  at.   If  you  send  the  aircraft  in from many different
directions  at  the  same  time, you divide the enemy`s fire and reduce his
chances of scoring a hit.

3:   Go  for  the  defences  first, and do it from as far away as possible.
ALARM`s  Indirect  mode was designed for situations like this, but when the
weapon  is "loitering" there may be quite a delay between the time when the
defence  radars  turn on, and the time the missile hits them.  You may need
to  provoke  the  defenders  into turning on their radars BEFORE the strike
arrives  but  if  you`re going to alert them it would not be a good idea to
concentrate  their attention in the direction from which the main strike is
approaching.

Another  "stand  off"  tactic  would  be  to  pop  up far enough to see the
defences  on  your  ground radar, designate them as targets-of-opportunity,
and  then  perform  a  loft attack on them.  The main difficulty here is in
identifying  defences  on  the radar display, which can only be done on the
basis  of their positions around the field.  It is standard practice to set
up AAA close to each end of a runway to give the sites a minimum-deflection
shot  against a runway cratering attack, but SAM launchers may be harder to
spot.   Obviously  a single attack of this type can only hope to take out a
single  site,  but  this might be a good way of achieving the object stated
above  - shocking the enemy into activating his search and weapon radars so
that  ALARM  can  home on them.  If you have to provide a visible threat in
order to attract his attention, it might as well be a real one.

4:   Try  to avoid blowing each other up.  This should be obvious, but it's
well  worth repeating.  Don't set up the attacks so that one aircraft flies
through  the  debris  hemisphere of another`s bombs.  Assume that a 1000 lb
bomb  has  a  debris  hemisphere  of  1000-feet  (305 m) radius, and that a
separation  of  200 feet (61 m) is adequate for all other weapons.  You can
estimate distances using the coordinate displays on the Target Waypoint and
Point  Data  windows  - the coordinate values are in tens of metres.  While
you`re  at  it,  try to anticipate and avoid potential collisions.  You can
achieve   separation   by   varying   approach   direction,   altitude   or
Time-On-Target  (but  only within a couple of seconds either way - see next
point).

5:   Be on time.  If you`re not, not only will you waste all your planning,
but  the  risk  will  be  increased  for  every  aircraft  involved, as you
sacrifice  one or more of the principles given above.  Arriving on schedule
is  the  responsibility  of  the  individual aircrew, but it`s up to you as
planner  to  ensure  that  the  mission timetable has enough slack in it to
survive minor mishaps and diversions.

As with all "wish lists" of this sort, it may be difficult or impossible to
achieve  all  of  these  objectives  at  once.   You`ll  have to decide for
yourself  how  to strike the balance between them.  The enemy's disposition
and level of awareness will determine just how much you can get away with.

Flightplans for Formations

At  Campaign  Level  Two, when you enter the Mission Planner you will see a
Task  outline,  just as at Level One.  For most of any Flightplan, all your
aircraft  will  be  flying the same route in a widely spaced formation, and
their  individual  waypoints, legs and times are automatically generated at
an offset from the formation leader.  Approaching the Target, the formation
will  split as aircraft diverge to their individual Initial Points to start
their  separate  Attack Runs on different targets.  Each aircraft will then
follow  its own Egress Run until the formation reforms at a set rendezvous,
with  timings  and speeds set up so that all aircraft arrive simultaneously
at  their  correct  positions.   They  then  follow  a  common  route (with
automatically  staggered  Waypoints  and  Times)  back  to the airfield for
landing.

In a Formation Flightplan there will be one button in the Aircraft Strip of
the Flightplan Window for each aircraft in the formation A is the Formation
Leader  -  you.   Clicking  on  an  aircraft letter selects that aircraft's
flightplan for viewing and editing.

All  aircraft in a formation will have exactly the same number of waypoints
and legs in their flightplans.  Some will be formation waypoints, where the
Formation  Leader`s  waypoint  automatically determines the position of the
corresponding waypoint for every other aircraft currently in the formation.
Others  are  independent  waypoints, where each aircraft`s position and all
other waypoint attributes can be set individually, within certain limits.

Limitations on Waypoint Editing

Insertion  or  deletion of waypoints can only be done when the waypoints or
legs affected are common to all the aircraft in the formation.  Buttons for
functions  not  allowed for the current waypoint will be disabled.  This is
why the skeleton flightplan generated for a multi-aircraft mission includes
a Turning Point between Take-off and Target, and another between Target and
Approach  Point.   If  these waypoints were not included you`d find it much
less  conveinient  to insert new waypoints in the flightplan - don`t delete
them.

Split and Formate

The  right most button in the Tool Strip of the Flightplan Window will show
two  alternative  legends according to the nature of the currently selected
waypoint - "Split" or "Formate".  When the selected waypoint is a formation
waypoint,  it  will  show "Split" and clicking on the button will make this
into  an  individual waypoint for all aircraft in the formation.  You`ll be
able  to  see  the effect of this on the map since the individual waypoints
will automatically spread out from the original position.  Each independent
waypoint  will  be  of  the  same  Type  (Turning  Point  or Target) as the
formation  waypoint  which  was  split to produce them.  All other waypoint
attributes except position will also be inherited.

You  can now use the buttons in the Aircraft Strip of the Flightplan window
to select the flightplan of any aircraft in the formation.  Each aircraft`s
independant  waypoints  may be dragged about or edited in any way you like,
provided  that  it`s  physically  possible  for  each  aircraft  to fly its
independent  track  and  rejoin the formation on time at the next formation
waypoint.   If  you`re  asking for the improbable or the impossible, you`ll
see a WARNING or ERROR in the Problems window.  This obviously adds another
kink to the problem of "Bound" Times and Speeds, but once again the problem
is  inherent  in  the  situation,  and you`ll have to learn to handle it by
experiment.

When the selected waypoint is an independent waypoint, the button will show
"Formate".   Let`s  say  that  your  currently  selected  waypoint is D, an
independant   waypoint,   and  you`ve  selected  aircraft  B`s  flightplan.
Clicking  on  "Formate"  will  turn D into a formation waypoint at the same
position.   The  formation  waypoint  attributes will be inherited from the
original independent waypoint.

This  system  of  setting  all waypoint attributes from the one selected to
split  or  formate  upon  is  intended  to  save you time and trouble.  For
example:   at  Command  level  you`ll  be creating flightplans for multiple
aircraft  attacks  from  scratch, and the inheritance system means that you
can  create  one  target  waypoint for the formation, then split it into as
many  independant  target  waypoints  as  you  have aircraft.  If we didn`t
support  this,  you`d need to change the type of every independant waypoint
by hand!

As  ever,  every  silver  lining  has  a  cloud.   The  skeleton flightplan
automatically  generated  from the Tasking Message will give every aircraft
an  identical  Time-  On-Target.   If  the targets are closely spaced, this
would  result  in  your  aircraft  blowing one another up.  As we suggested
above,  you  will  need to adjust direction, altitude and time of attack to
ensure that this doesn`t happen.

SECTION 3 - COMMAND LEVEL

At  this level, you have complete command authority.  At Campaign level you
had  the  job  of  turning  a  Task into a flightplan; at Command level you
create the Task as well.  You will need to exercise all the skills you have
already  learnt  in  mission  planning and flying, but in addition you will
need  to make the all important decisions about what targets to strike, and
how  to  divide your resources.  This section assumes that you are familiar
with all the material covered in the first two sections of this chapter.

In  order  to  select "Command" on the Flight Options page, the pilot whose
log  is  currently  selected must be Command-qualified, holding the rank of
Wing  Commander  or  Group Captain.  When you start "Tornado" Group Captain
deFault`s  log is selected and he qualifies.  If you select "Command" using
the  deFault  log, and then call up the Pilot Log screen in order to select
another log, only the logs of Command-qualified pilots will be available.

As  with  the  "Campaign"  option, the Mission Selection Screen for Command
level  presents a selection of starting scenarios, and allows you to select
any one of the three War Zones.  In addition, you can save one Command game
per War Zone to reload and continue later.

The Mission Planner in Command Mode

When  you  commit  to  a  Command  scenario,  you will see that the Mission
Planning  Screen  looks exactly as before except that the Map Screen Button
which  used to read "Briefing" or "Task" is now titled "Command".  Also, if
you  click  on  the  Flightplan button straight away, the Flightplan window
will  not  appear  This is because you haven`t yet created any Tasks, which
can  only  be done by calling up the Command Window.  You probably won`t be
surprised  to  learn that you call up the Command Window by clicking on the
Command button.

The Command Window

This  window  allows  you  to review intelligence data to help in selecting
your  objectives,  and then issue orders to accomplish them.  It contains a
strip  of  buttons  at  the top, and its lower portion (the Priority Target
Finder)  closely  resembles  the  Target  Finder  called  up by the Targets
button.   The buttons are labelled "Situation" "Air Power" " "Relocate" and
"Tasking" and their functions are described below:

Situation

This  calls up the Situation Report window, which provides a summary of the
overall  military  situation.  Use this to make decisions about the general
nature  of  your operations.  Are Allied ground forces so hard-pressed that
all  your effort must be devoted to supporting them?  Is your base airfield
threatened  by  advancing  enemy  forces?  How much difference did you make
with  your  last  strike on the enemy supply line?  How effective are enemy
air  operations?   What`s the state of your own supply system, and what can
you do about it?

Many  of  the more specific questions will need to be answered with the aid
of other Command window faciiities, but the Situation Report is intended to
give you the big picture, providing a context in which to evaluate detailed
intelligence.   Use  it  or  you  run  the risk of winning your battles but
losing the war.

Air Power

This  button  calls  up the Air Power window, which summarises the location
nature and strength of air force units on both sides.  Data regarding enemy
forces  is not guaranteed to be complete or 1OO% reliable.  Use this window
to  gauge  the  progress of the air war and guide your selection of targets
for Counter Air operations.

Relocate
 
Click  on  this  button  to  call  up  the Relocation window, which shows
buttons  corresponding to all serviceable Allied airfields.  If you need to
shift  the  force of Tornados under your command from their current base to
another,  you  can  do  it  from here.  There are many possible reasons for
doing  this:  your base may be endangered by advancing enemy ground forces,
or  under-supplied  or  too far from the action, or too vulnerable to enemy
air strikes.

Your  current base airfield will be highlighted - to shift your Tornados to
another  airfield  just  click  on the appropriate button.  Be aware of the
danger  of  concentrating too many Allied air resources at one base; if the
enemy  mounts  a  powerful  strike  against  it, he may destroy or ground a
critical  proportion  of  your  available  forces in one operation.  If the
enemy`s  counter-air capability is destroyed or degraded, however, the risk
may  be  acceptable.   When  you  use this facility to shift your base, all
flightplans  for  the tasks you generate in this round should be set up for
landing  at  the  new  base.  Tornados landing elsewhere (including the old
base) will incur the normal time penalty for ferry flights.

Tasking

The Tasking window called up by this button allows you to allocate Tasks to
formations  of Tornados, or single aircraft.  Once you have created a Task,
you  can  create  the  flightplan(s)  for  that Task.  The window shows the
number  of  Tornados  available for operations, both IDS and ADV.  When you
first call up this window in each round, one line will be displayed showing
a Mission number followed by a button showing the type of Tornado assigned,
with  a Cycle button beside it.  This button will initially show "None" but
by  clicking  on  the Cycle button it may be changed to read "IDS" or "ADV"
depending upon availability of the type.

When the type is changed to something other than "None" two further buttons
appear  to  the right, each with a Cycle button beside it.  The first shows
the  number  of  aircraft  assigned to the formation, defaulting to 1.  The
associated  Cycle  button  can  be  used  to  change the number of aircraft
between  1  and  the  maximum  available, and as this figure is changed the
availability  figure  will  fluctuate  accordingly.   You  can't change the
figure  to  0  but  the  same effect can be achieved by selecting a Type of
"None".   The right most button can be used to display a description of the
mission  type  as a reminder of your intentions.  Click on the Cycle button
to view the descriptions available, and use the most appropriate.

When  you  create a Task by assigning aircraft to it a mission number for a
further  Task  will appear on the line below, up to a maximum of four Tasks
or until all available aircraft are assigned.  You may only modify aircraft
assignments  for  the latest Task in the list - if you change your mind and
want  to  modify tasks earlier in the list, you must delete all later tasks
by  setting their aircraft types to None, in order from the last backwards.
You  should  also  bear  in mind that you will ALWAYS fly aircraft A in the
first Task in the list.  Once a Task has been created by assigning aircraft
to  it,  its flightplan may also be created in the normal way by calling up
the  Flightplan  window.  You can select which Task`s flightplan to edit by
clicking on the appropriate mission number in the Tasking window.

Priority Target Finder

This  system  gives you easy access to processed intelligence data, showing
you  which  facilities are most important to the enemy`s war effort.  These
facilities  should therefore be the most desirable targets.  Which category
of  target  you  set out to strike should be determined by the broader view
you gain from the Situation Report and Air Power windows.  The quantity and
quality  of  intelligence available will govern the quantity and quality of
the  evaluations provided by the Priority Target Finder.  It is within your
power  to  improve  the  level  of intelligence available to the Allies see
below   under  Comms.   Parallel  calculations  are  made  from  the  enemy
viewpoint,  to  display  the  nearest  Allied  equivalent  to each Priority
Target,  if  one exists.  If it`s worth doing, do it to them before they do
it to you.

Like  the  Target Finder, the Priority Target Finder shows two columns; the
left being used to select a broadclass of targets, and the right to display
a complete list of all the individual items in the class.  The items on the
right  are  each  marked  with  one  of three symbols, a tick, a cross or a
question mark.  A tick indicates that intelligence can offer you targets of
this  type,  whereas  a  cross tells you that no information is available -
better intelligence is needed.  A question mark indicates that intelligence
is  still  being  evaluated - targets arent available yet, but they will be
sometime  soon.   When  such items are ready, the symbol will change from a
question  mark  to a tick.  Obviously, you can only select ticked items for
display on the map.

The  Priority  Flag  markers  work  just  like the Category Flags, they are
automatically  enabled  when  this window is open, but when it`s closed you
can use the Key window to control whether or not they are displayed.  Heres
a  list  of  all  the  possible  classes and items, which are significantly
different from those in the Target Finder.

Class:  Command

This  class  selects  enemy  headquarters,  where known, and flags the most
important.   Destroying  an HQ may have serious effects on the coordination
of enemy forces and the efficiency of the enemy supply system.

Command:  Rear HQ

These  are  permanent  hardened facilities normally well behind the line of
battle  and very well defended.  The highest level of command is found here
and  a  successful  strike  may  seriously disorganise the organisation and
movement  of  enemy  reserves  and  supplies.   The  effect on enemy forces
directly engaged at the front is real, but not immediate or direct - it may
take some time before the results are apparent.

Command:  Field HQ

These  are  the  headquarters  of force commanders close to the front line.
They  are  normally very soft targets relying on camouflage and mobility to
avoid detection, but there will usually be local AA defences.  Destroying a
Field  HQ  will  have  an immediate effect on forces engaged in battle, but
this  effect  may  not  last  for  long.  There may be a short term gain in
intelligence   as  enemy  message  traffic  increases  in  the  attempt  to
compensate for the damage to the command structure.

Class:  Comms

Communications  targets  are  important  in  themselves,  and vital for the
potential  effect  on  intelligence.   Most of the secure communications on
both  sides  are  routed  through  a  limited  number of sites connected by
land-lines or lines of sight.  Everytime one of these centres is put out of
action  message  congestion  increases on the remaining parts of the secure
net  and installations served by the destroyed facility must resort to less
secure  channels.   This insecure message traffic at the very least reveals
locations,  and may yield high grade intelligence.  This can vastly improve
the efficiency of your operations.

Comms:  Main Node

These  are permanent facilities, easily recognisable by the microwave relay
tower  on  the site.  They will normally be well defended.  Each is in line
of  sight  with  at  least  one  other,  forming  a network.  Priority will
normally  be give to Main Mode targets which serve the battlefield area, or
which represent points where the comm.  net may be cut, in order to achieve
the  maximum  increase in insecure message traffic.  Enemy organisation and
supply may also be affected as the network is degraded.

Comms:  Field Relay

These    are   temporary   camouflaged   installations   providing   secure
communications  between  the battlefield rear area and the main comm.  net.
Destruction of a Field Relay should improve the yield of local intelligence
and Disrupt local command and supply to some extent

Class:  Logistics

This  class  of  targets  covers  the  enemy supply system perhaps the most
important  class of all.  There`s a standard quote which says that amateurs
study  tactics, professionals study logistics, and it becomes more and more
accurate  as time goes on.  Advances in military technology usually seem to
mean that weapons get expended faster and more vehicles use more fuel.  The
days  when  an  army  could largely support itself by foraging in the local
countryside  are  at  least  a  century  gone; modern forces consume almost
unbelievable tonnages of stores - and always more than they planned for.

As a result of this, all roads and railways leading towards the battlefield
will be vital channels of supply - if you can cut these channels the enemys
fighting  power will be very seriously reduced.  Other important targets in
this category are the stockpiles at each end of the supply routes.

Logistics:  POL Installations

POL  is the standard military abbreviation for Petrol, Oil, Lubricants.  If
stocks  of  these  are seriously depleted, all vehicles from trucks through
tanks  to  aircraft  will  be seriously affected, though airfields normally
have  large  stocks  on  site  in  well-protected underground tankage.  POL
installations  are  generally  permanent  and hard to hide, hence they will
almost always be well defended

Logistics:  Main Depots

These are main centres of supply - major stockpiles holding huge quantities
of everything needed to supply armed forces.  Take these out and the supply
pipeline  will empty as stores are consumed but not replaced.  You will not
totally  prevent resupply, but it will be thin and intermittent.  These are
large conspicuous installations with defences, usually too large to destroy
in a single attack.

Logistics:  Forward Dumps

These  are  small, dispersed, camouflaged stockpiles which supply the needs
of  local  forces  and  are  replenished in turn from the major stockpiles.
Destroying one of these should have a powerful local effect.

Logistics:  Choke Points

Choke  points  are  places  where  transport routes can be cut with maximum
effect and efficiency - in Tornado, all choke points are bridges.  This can
be  a very effective way of crippling the enemy supply system.  Alternative
routes  will  often  exist,  but  they  will usually be longer - all supply
convoys will normally be sent by the shortest available route from A to B.

On  a  typical Tornado map there are a great many bridges, so this priority
facility  tries  to  analyse  enemy  traffic patterns and select as targets
those  bridges  which  are most heavily used.  The value of these points is
also obvious to the enemy so these targets may well be defended.

Class:  Politics

This  is  a  miscellaneous  category  for  targets  which  are not strictly
military.   Some  may adversely affect enemy morale, some may help preserve
allied  morale.   One  (Decapitation) offers your best chance of bringing a
war to a quick conclusion.

Politics:  Power Station

Depriving  the  enemy  population of power may have a significant effect on
morale  -  provided  that  it is already depressed.  It`s not a war-winning
move if enemy forces are doing well.

Politics:  SCUD Launchers

The  classical political distraction target, familiar to all Gulf War fans.
The  missiles  are so inaccurate that they have very limited military value
when  fitted  with conventional warheads, but unfortunately their effect on
civilian  morale  can  far outweigh the little damage they`re likely to do.
In  fact  a  city  is  about  the smallest feasible SCUD target.  The other
problem  is  that  they`re  mobile  and  hard to find.  If you decide to go
looking for them, don`t expect to find them exactly where intelligence said
they were.  SCUD-hunting is necessarily a solo exercise that you`ll have to
take  on  yourself,  using  the  ground  radar and the cameras and probably
flying at night.

Politics:  Decapitation

A  Decapitation  (beheading)  strike  is  designed  to take out your enemys
political  leadership,  on the assumption that their successors will either
be more willing to talk, or will paralyse the military command structure by
fighting  amoung  themselves  for  power.   The  main  prerequisite  for  a
Decapitation strike is really excellent intelligence - you won`t be offered
this type of target until its available.

Politics:  NBC Capability

NBC  is  for  Nuclear / Biological / Chemical weapons.  If this category of
target  is  offered, they represent research and manufacturing sites rather
than  stockpiles  These  weapons  will  never  be  used  in  the war you`re
fighting,  but  the  destruction  of  the  facilities might be an important
morale booster for your side.

Class:  Battlefield

These  targets represent places where you might directly influence the land
battle.  Two of these types of target represent the (approximate) locations
of  enemy  AFVs (Armoured Fighting Vehicles).  Don`t go for them unless the
overall  situation  is desperate.  They`ll be very heavily defended, you`ll
need  to spend time in an extremely dangerous environment looking for them,
and  target  recognition  is  difficult.  When you do find a target, you`re
unlikely  to be able to take out more than one small group of vehicles at a
time.  The third type of target, the Repair Centre, is a much more sensible
place to strike.

Battlefield:  Direct Support

These  are  Close Air Support targets - enemy forces in contact with allied
forces.   Target  recognition  is  critical  to  avoid shooting up your own
troops - and very, very difficult.

Battlefield :  Reserves

As  the  name  suggests, these are the locations of enemy armoured units in
reserve.   The  problem  of  target  recognition  is  less  important  here
(provided that you know where the front line is), and the available targets
may be more concentrated.  Still a risky sort of target.

Battlefield:  Repair Centre

AFVs  of  all  sorts  are  complex  and surprisingly delicate machines.  If
they`re  doing anything more strenuous than standing still, they break down
regularly  and  require  frequent  specialised  maintenance.   When you add
battle damage repair to this maintenance load, it becomes an enormous task,
and  the  efficiency  of  the  repair  system  has a dramatic effect on the
front-line  strength  Repair  and maintenance take place at all levels from
units  in  the  field  up to major workshops with heavy equipment and large
stocks  of  spares.   If  you can knock out or seriously damage these major
repair  centres  it  can  have a devastating effect on enemy ground forces,
because  repair  of  anything worse than minor breakdowns and battle damage
will  slow  down  severely or stop altogether.  Repair centres are found at
large  military  bases,  and  you  can  expect  them  to  be well defended.
Priority  flagging  of a repair centre shows that it is directly supporting
the enemy battlefield forces.

Class:  Counter Air.

These are all types of target which are important to the air war in diffent
ways.   A  heavy  effort against these targets should go a long way towards
winning  air  superiority  (or  even  supremacy).   If you can achieve this
desirable  condition,  where the enemy is unwilling or unable to defend his
airspace,  then  you can methodically destroy his resources at minimum risk
to your aircraft.

Counter Air:  Airfields

If  Allied  intelligence  is  good enough, you can already see from the Air
Power  Window  which  aircraft  types  the  enemy  is  operating from which
airfields,  and  that  information  should  be  a  useful guide in choosing
airfield  targets.   The  targets  flagged in this category are those where
some combination of factors makes it especially tempting to strike them.

Counter Air:  EWR

It`s  easy  enough  to find EWR sites using the ordinary Target Finder, but
this  facility  will  highlight the EWR stations which are most valuable to
the enemy taking the distribution of targets into account

Counter Air:  Defences

This  is  intended  to  highlight  the  densest  defences  masking the most
valuable targets.  Remember the principle that "if it`s worth defending" it
should  be  worth  attacking".   Concentrated  defences are also good ALARM
targets,  and if the enemy keeps bringing in defensive units from elsewhere
to  replace  those  lost  you can strip away protection from a wide area of
enemy territory.

Counter Air:  C3

This  is  C  cubed,  rather  than "C-three" and stands for Communications.,
Command  and  Control.   If intelligence can identify a coordinating centre
for enemy air activity, this is how it will be shown.  This will inevitable
be  a hardened, camouflaged target a bunker, by any other name.  Taking out
every  such target which appears is quite an effective way of achieving air
superiority but you need good intelligence to do it.

You have Control..........

You`ve  got the aircraft and the planning system system to fight this war -
do  you have the experience and imagination needed to win it?  There`s only
one  way  to  find  out.   The contrasting geography of the three War Zones
presents  a  variety  of  dangers  and  opportunities,  and  the  different
scenarios  available mean that there should be enough challenges to keep an
enthusiast  busy for some time.  If simple victory doesn`t satisfy, you can
experiment  with different ways to win.  This is the way to get maximum use
and enjoyment out of this software.

As  far  as we can, we`ve tried to model Tornado on the real world in order
to  increase your scope for imaginative tactics and strategy.  Though we`ve
broken  a  lot of new ground and the hardware is getting faster, simulating
an  entire war in the background with high fidelity is still far beyond the
capability  of  mass  market  computers.   We  can`t  claim that real world
tactics  will  work  here,  or  that  the reverse is true, but we can state
categorically  that  there`s  no  single  way  to  win.  There are also, of
course, many different ways to lose.

DEBRIEF 
-------

Ending or Aborting your Flight

At the end of your flight, you must use the key combination Ctrl Q to leave
the  cockpit.  For any flight outside the Simulator or the 2-player option,
you  must  land and bring the aircraft to a halt before you do this, or you
will  be considered to have aborted the flight, and you will not be allowed
to log it.

No  matter how you started a flight, at the end of every one you`ll see the
Debrief  Screen.   This will summarise your performance, and the exact data
will  differ  depending  upon  what  you`ve  been doing.  For every type of
flight  expect  when using the Quickstart option or Group Captain deFault`s
log,  or  if  you aborted you`ll be presented with the choice of whether or
not  to  log the flight and add the flying time and achievements to the log
record.   If  you  died, went missing or were captured in the course of the
mission, logging the flight (by clicking on the "OK" button) will mean that
the  current  log will lose its Active status, and you won`t be able to use
it again.

If  you  decide not to log the flight, click on the "Cancel" button and the
mission  and  its  outcome  will  completely  disappear  from  the  record.
Everything  will  be exactly as it was just before you took off, so you can
try it again or go back to the drawing board, whichever seems better.

You  can`t  be  killed or captured in the Simulator, in a 2-Player game, or
under the Quickstart option.  All other types of flying involve some degree
of risk whether from flying accidents or enemy action

Regardless  of  the  outcome  and the type of flight, your flying time will
always  be  shown.   Other information presented will depend heavily on the
type  of  flight  -  the  following  list is not exhaustive, but most items
should explain themselves.

Landings

You  will  be notified if you touched down heavily, and the aircraft may be
damaged.  If you landed hard enough to collapse the gear, the aircraft will
certainly be damaged and may be destroyed.

Damage

If  your aircraft was damaged in flight or by a hard touchdown, you will be
notified

Repair

Within  a Campaign or Command scenario, an aircraft will be unavailable for
the time taken to repair it.

Diversion

Within  a  Campaign or Command scenario, if you land away from your current
base you will effectively lose the time taken to ferry your aircraft back

Targets

If  your  mission included planned targets, you will be informed whether or
not you achieved their destruction.

Victories

If you shot down aircraft or destroyed other vehicles in the course of your
flight you will be told how many.

Losses

Losses  of  aircraft  and vehicles during your flight will be tabulated for
both sides.

Bombing Accuracy

This  only applies to the Bombing Range mission available in Training where
you  must  drop  a  single  weapon  on  the practice target.  Four types of
message are possible:

Score:  "50 at 1", or "180 at 6" are examples of typical scores.  The first
figure  is  your miss distance in feet, the second gives the miss direction
in  clock  face  terms.  For example:  "180 at 6" would mean that your bomb
fell short by 180 feet, "30 at 3" would mean that your bomb fell 30 feet to
the  right  of  the target.  Note that you must make your attack run flying
directly  North  (a  heading  of  360o),  or  the  clock  figures  won`t be
meaningful.  Miss distances of greater than 500 feet will not be scored.

"Delta Hotel"      A dead hit, a perfect score.

"No Spot"          The bomb wasn"t seen Presumably you didn"t drop it

"Splash"           No score a miss distance of over 500 feet

Leaving the Debrief screen

This is done by clicking on one of the two buttons in the lower part of the
screen  The  text  on these buttons will change according to the situation,
but  will  always start with either "OK" or "Cancel".  When you were flying
under  a log identity you created yourself, provided that you did not abort
the  flight  one  button  will  show OK Log Flight" and the other will show
"Cancel  Do  Not Log".  Be sure that you understand the consequences before
you choose to log the flight.

When  you  leave  the Debrief Screen, you may find yourself on any one of a
wide  variety  of  screens, depending on the nature and the outcome of your
flight

Quickstart flights

You will always be returned to the Main Screen.

Simulator flights

If  this  was  a  "start  airborne" exercise, you will always return to the
Mission  Selection  Screen.   If  the exercise started on the runway (which
means that you reached the cockpit by way of the Mission Planner), the "OK"
exit will take you back to the Mission Selection Screen, while the "Cancel"
exit  will return you to the Mission Planner, giving you the opportunity to
review the flightplan and try again, or leave using the Exit button.

Training

The  "Cancel"  exit  will always return you to the Mission Planner.  If you
click on OK, what happens will depend on the outcome of the flight.  If the
pilot  is  still  Active,  you`ll  find  yourself  on the Mission Selection
Screen.   If  your  pilot  lost  Active  status through death or dismissal,
you'll  be returned to the Log screen to choose another pilot, and when you
leave there you`ll be on the Mission Selection Screen.

Mission

As for Training.

Campaign

Cancel,  will  always  return  you to the Mission Planner and set the clock
back,  regardless of the outcome of the mission.  If you click on "OK" with
your pilot still active and the Campaign unfinished, the military situation
will  be  updated  to take account of everything which happened during your
flight,  and  you will be returned to the Mission Planner to fight the next
round.   If your pilot lost Active status, the campaign will end and you`ll
be returned to the Log screen to choose another pilot.

If  you  want  to  save the situation to continue later, you can do this by
selecting  Exit  from  the  Mission  Planner.   This will return you to the
Mission  selection  Screen,  where you will automatically be presented with
the option of saving the current state.  This is your only chance to save -
do it now or lose the opportunity

Command

As for Campaign.

2-Player

You will always return to the 2-Player screen, where you can choose whether
to fly again or disconnect.

Quitting Tornado

The  most  convenient  way  to  do  this  is  by using the "System" command
available  from  the  Options  button.  Alternatively, you can use the Exit
button  to  step  back  through  successive  screens  to  the  Main Screen.
Selecting Exit from there will give you the choice of quitting the program.

ELEMENTARY FLYING TRAINING 
--------------------------

Introduction

If  you`re  at all uncertain about how to fly Tornado, this is the place to
start.  In this chapter we begin from absolute basics, and aim to reach the
point  where  you can take off, fly simple manoeuvres safely, and land with
assistance  from the autopilot.  Simply flying an aircraft a short distance
from  A to B is not al all difficult, as any light-aircraft pilot will tell
you  -  in  many  ways  it`s less demanding than driving the same distance.
Over  longer  distances  navigation  becomes  the  biggest problem, but the
Tornado  automates  almost all of this Taking off is a little more complex,
but  still  quite  straightforward.   Landing  is admittedly most difficult
manoeuvre  in ordinary flying, but the Tornado autopilot can give you a lot
of  help.   Mainly it takes practice to get it right - and you can practice
in  the  simulator,  where you can learn from your mistakes rather than die
from them.

STARTING THE SIMULATOR

If  you  haven`t  done  so  already,  start  the  program  according to the
instructions on the separate Technical Supplement.  Once the Main Screen is
displayed,  click  on the large triangular "Flight" icon, which will divide
into  three  parts.   Click  on the part marked "Simulator" and you will be
presented  with the Mission Selection Screen.  Click on the first choice in
the  list,  marked "IDS - Free Flight - Airborne" and a window will appear,
giving details and showing two buttons.  Click on the one marked "Confirm".
After a pause for loading, you`ll find yourself in the air.

Quick Cockpit Tour

The  aircraft will fly itself straight and level quite happily, but just to
be  on  the  safe  side,  before  you  do  anything  else let`s turn on the
autopilot  Hit  F8,  which turns on the AFDS (Autopilot and Flight Director
System)  in  its  Altitude  and  Heading  Hold  mode,  which means that the
aircraft  will continue on in a straight line unless you tell it otherwise.
A  green  light  on the panel illuminates to tell you the AFDS has control.
The  yellow light beside it means that the Autothrottle is already engaged.
Until  you  tell it otherwise, this system will throttle the engines up and
down  to  try  and keep you lying at the same speed.  The aircraft will now
look after itself while we show you around.

At  the  moment,  you`re seeing the view from the pilot`s seat in the front
cockpit, looking forwards.  The lower part of the screen is occupied by the
Front  Panel  the  outside world is visible above, through and past the HUD
(Head up Display), the HUD support brackets and the canopy frames.  Hit and
hold  the  Look  Left  Key,  and you`re looking out of the left side of the
cockpit.  Release the key and you`re looking forward again.  The Look Right
Key does exactly the same on the other side.

Once you`ve returned to the forward view, hit the Back Cockpit key.  You`re
now  looking  at  the  Navigator`s Panel.  Though the panel and the pilot`s
ejector  seat  block  the view forward, you can use the Look Left and Right
keys  to  see  out  -  and you can also call up various camera views on the
displays (more about this later) Hit the Front Cockpit key to return there,
then  hit the key again and you`re looking up and forward.  Hit it again to
return to the standard front cockpit view.

Look Down - Choosing your Control Stick

Using the Look Down key in either cockpit gives you a view of your own legs
and  more  importantly, the kneepads which display a range of configuration
options.   Most  of  these  are  intended to allow you to set up the detail
level  of the outside visual to suit your preferences and the speed of your
computer,  but  the  important item for the moment is option 7 on the right
hand pad.  This lets you select which of the available devices you`re going
to  use as your control stick - the basic steering control of the aircraft.
The  options  available will differ from computer to computer, but wherever
possible  the  program  will  find  out  what`s  available on your machine,
displaying  unavailable choices in grey text rather than black.  Check with
the Control Summary and the Technical Supplement for your machine to ensure
that  you understand what each of the options means, and what each requires
in the way of extra hardware.

What  you  choose  for  your control stick will obviously depend upon whats
available  and  your  own  preference, but if you have any form of analogue
joystick  plugged  in,  that`s  what we would recommend.  As with all these
kneepad  options,  you switch the settings by pressing the number key (from
the  horizontal  row  on  top  of  the  typewriter keypad - NOT the numeric
keypad)  corresponding to the number of the item - in this case, the 7 key.
Each  press  advances  the setting through the range available.  These keys
work  the  same  way  in all view modes.  Now select the control device you
want but DONT move it.

Switch  back  to  the  Front  Cockpit view.  and you`re ready to start your
first flying lesson.

FLYING THE AUTOPILOT AND READING THE HUD

The  first  thing  we  asked you to do was to switch on the autopilot - now
let`s  put you in control of it.  If you look at the Multi-Function Display
(MFD) screen in the centre of the instrument panel, you`ll see that this is
showing something like AFDS:  ALT/HDG, followed by ALT 6000 HDG 270 and IAS
400.

These  figures  mean that the aircraft is trying to fly itself due West - a
heading  of  270°  at an altitude of 6000 feet above sea level (flat ground
level in this case), and the Autothrottle has control of the engines and is
trying  to  maintain  an  Indicated  Air  Speed  of 400 knots.  This is the
Altitude  /  Heading  Acquire and Hold mode of the AFDS.  You tell it which
way  to  fly  and  how  high,  and the aircraft will turn, climb or dive as
necessary to fly in the right direction at the right height.  These figures
are not telling you the current state of the aircraft - they`re telling you
what orders the autopilot is trying to carry out.  So how is it doing?

Look  up  at  the Head Up Display (HUD) - diagram 7.1.  At the top left you
can  see  the  Indicated Air Speed figure - it should show 400 (knots).  At
the  top  right  is  the  Altitude  figure  - this should read 6000 (feet).
Across  the bottom of the HUD is a strip of figures above a scale marked in
dots,  and  under  both  is a short vertical line, which should be directly
below  the figure 27.  This is the Heading Strip, and it`s telling you that
the aircraft`s compass heading is 270o all the figures on the heading strip
represent  TENS  of degrees.  These are the actual readings telling you how
fast, how high and in which direction the aircraft is currently flying.  If
you  haven`t changed anything, they should confirm that the AFDS is working
well.

You  should  also  take  a look at the pairs of horizontal bars with turned
down  inner  ends  which  appear  in  the  wide  central section of the HUD
(diagram  7.2)  These  are  called  the  Pitch Bars (collectively the Pitch
Ladder)  and each is marked with an angle in degrees, at 10o intervals.  At
the  moment  they`re  doing nothing because the aircraft is flying straight
and  level,  but  they give you vital information.  Among other things they
tell you which way is up, and whether the aircrafts nose is pointing at the
ground or into the sky.

In  this  AFDS mode, your control stick does not fly the aircraft directly.
Instead  you  use it to alter the autopilots instructions and the autopilot
then  flies the aircraft to carry them out.  Lets tell the aircraft to turn
north.   Move  your  control  stick  slightly  right while watching the HDG
(Heading)  line on the Multi Function Display (MFD) screen.  You should see
the  heading  figure start increasing towards 360° (at which point it snaps
back  to  0),  and the aircraft will start manoeuvering to follow.  Set the
Heading  figure  to  somewhere  between  0 and 10 degrees, moving the stick
right  or  left  to nudge the number up and down - but don`t worry about an
exact  value  for  the  moment.   If you`re using an analogue joystick, the
further  you  push  the stick, the faster the numbers change.  If not, then
the longer you hold the stick over, or the key down, the faster the figures
will change.  If you hold the stick over too hard for too long and the AFDS
heading  figure  goes past 090°, the aircraft will reverse its direction of
turn  because  it`s now quicker to turn left than right to get there!  Just
set  the  heading figure somewhere near 0° and let the AFDS sort it out for
itself.

If  you  look back up at the HUD and the outside world, you`ll see that the
aircraft  has  rolled banked - to an angle of about 45°, and the figures on
the  heading strip are sliding across as the heading changes.  You can also
see  that  the  bars of the Pitch Ladder are at an angle on the HUD they`ve
stayed parallel with the horizon outside - and they always do.  Notice that
the  turned  down  inner ends of the ladder bars point down at the ground -
this, too, is always true.

When the aircraft rolls level again, you should SEE that the reading on the
Heading Strip is the same as the heading figure you set on the AFDS display
(diagram  7.3).   Now  look at the ALT figure on the AFDS display.  Pulling
back  on the stick will nudge this figure up, pushing forward will nudge it
down.   Set  the  figure  to about 10000 feet.  The aircraft will raise its
nose  and  start  climbing  On  the  HUD,  you  can see the Altitude figure
changing,  and  the  pointer  on  the  clock,  swinging clockwise around it
(diagram 7.4)

Half  way  up  on  the right-hand side of the HUD is the VSI - the Vertical
Speed Indicator (diagram 7 5).  This is shown as a vertical bar which rises
or falls from a centre position as the aircraft climbs or dives.  Its scale
is  calibrated with dots at intervals of 5 feet per second.  If the rate of
climb or descent is bigger than the scale allows (and it often is), the bar
extends  to  the  end of the scale and stops.  The precise rate of climb or
descent  is only normally relevant in the last stages of a landing, but the
movements of the bar serve as a reminder of what the aircraft is doing.

If  you  look  at  the Pitch Ladder, you can see that it`s showing that the
aircrafts nose (represented bythe circle-and-two-lines symbol in the centre
of the HUD) is pointing above the horizon.  Now hit the F8 key again, which
will reset the Altitude Hold target to your current height.  We`re about to
reverse your last action and command the aircraft back down to its original
height,  but  the  aircraft will probably accelerate in the dive.  With the
wings  swept  forward  for  low-speed  flight the aircraft will complain if
asked  to  fly too fast.  Hit the S key, pause for a second or two and then
hit S again.  This will ensure that the wings are fully swept back for high
speed flight.  We`ll look at why and how to manage wing-sweep later on.

Now  push  the  stick forward to set the AFDS desired altitude back to 6000
feet - no lower.  You can see that the aircraft puts its nose down, the VSI
changes  from showing a climb rate to a rate of descent, and the pointer on
the  Altimeter clock, is now swinging anti clockwise as the Altitude figure
winds  rapidly down.  Looking at the Pitch Ladder, you can see that whereas
all  the  bars  above the horizon are solid, all the bars below the horizon
are  drawn  as  broken  lines  -  another useful reminder that your nose is
pointed at the ground.

If  you`ve  absorbed  all this, you can now read most of the more important
instruments,  and you`re ready to try flying for yourself, rather than just
giving commands to the autopilot.

LEVEL TURNS AND AUTOTRIM

Remember  the  green and yellow lights near the top left of the panel?  The
green  light  is on when the autopilot has control, and the yellow light is
on when the autothrottle is engaged.

When the aircraft is flying straight and level again, hit the Esc key.  The
green  light  should  go  out Congratulations, you`ve just switched off the
autopilot.   If  the  aircraft  was flying stably before you turned it off,
nothing  very  much  will  change unless you move the control stick.  Don`t
immediately  grab  the  stick  and clutch it with a vice like grip unlike a
car,  an  aircraft  can  be  left quite safely hands- off for long periods,
provided  that  it starts in a stable condition which is what the autopilot
should have left you with.

During  all  of the following exercises feel free to use the P key to pause
while  you  catch  up,  read  ahead  or try to work out what`s going wrong.
Hitting  P again will restart the simulation.  If you end up in a situation
you   can`t  handle,  quit  the  simulator  by  holding  down  Ctrl  and  Q
simultaneously, then restart.

Let`s turn the aircraft to the left.  Move the control stick a short way to
the  left  and  then release it to spring back to the centre.  The aircraft
should bank to the left and then stop rolling.  If it doesn`t stop rolling,
move the stick right and then release.  Try to set up a bank angle of about
45o and stop it there, but you dont have to be exact.

If  you  now look at the HUD and the outside world, you should see that two
things are happening:

. The aircraft is turning slowly to the left.

. The nose is dropping, and the aircraft is starting to dive and pick up 
  speed.

The  turn  is what we wanted, but and who said anything about diving?  Pull
back  gently  on the stick, and hold it slightly back.  This should produce
two results:

. The rate of turn increases.

. The nose should rise again. If it doesn`t, hold the stick back furthur

When the nose is roughly level with the horizon, relax the back pressure on
the  stick  and try to keep the nose on the horizon.  The outside world and
the Pitch Bars on the HUD are the easiest visual references to use for this
kind of manoeuvering

If  you`re  trying  to  fly  with the keyboard you won`t be able to use the
stick this way.  Because there is no way of reading how hard you`re pulling
back,  the  stick  force  just  increases  as you hold the key down longer.
There`s  no  way  of  reducing  the  stick force short of releasing the key
altogether.  All is not lost however.  Raise the aircraft`s nose until it`s
level with the horizon or climbing slightly the HUD VSI is a useful aid for
this - and then quickly hit the Autotrim key (on most machines this will be
the S key on the numeric keypad).

Autotrim  is  always  available when the aircraft is upright, regardless of
whether  or  not  you`re  using the keypad as your control stick.  When you
engage  Autotrim,  you can move the control stick right or left to bank the
aircraft to any angle short of about 80°" and the Autotrim system will pull
back  as  hard  as necessary to maintain the same rate of climb or descent.
Autotrim is cancelled when you make any pitch input (that is, when you pull
back  or  push  forward  on  the  control  stick),  or  when the bank angle
approaches  90° and it just isnt possible to keep the nose up any longer by
simply pulling back on the stick

Practise changing your bank angle and pulling back to speed up the turn and
keep  the  aircraft  level  - but for the moment, don`t try pulling back if
your  bank angle is much greater than 60°.  Instead, roll the aircraft more
upright before you try.

At  any  time  when the aircraft is not banked beyond 60o you may re-engage
the AFDS in Altitude and Heading Hold mode by hitting key F8 at which point
it  will  take  the current heading and altitude as the values to hold.  If
you  try  re-engage the autopilot while the aircraft is rolled further than
this limit all hell will appear to break loose as red lights start flashing
and  sirens  sounding.  Its just the aircraft`s way of making sure that you
know  that the autopilot is NOT flying the aircraft for you even though you
tried  to  switch  it  on  - you still have control.  Cancel the Warning by
hitting  the  *  (numeric  pad)  or  `  key and everything should return to
normal.

Now  that  you know what to do to keep your turns level, let`s look at why.
You  don`t  need  and  you quite probably don`t want an aerodynamics degree
course but you do need some kind of simple mental picture of the situation.
The simplest and best one available is the idea of the Lift Vector.

The Lift Vector

A Vector, for our purposes here, is just a force with a direction.  Vectors
are  usually  drawn on diagrams as lines with arrowheads.  The direction of
the line and the arrowhead shows the direction of the force.  The length of
the  line represents the strength of the force.  Look at diagram 7.6.  Here
is an aircraft stopped dead in mid air.  The only force acting on it is the
force  of  gravity,  so  we  draw a vector straight down towards the ground
that`s  the way the force will act.  Let`s say that the length of this line
represents  the  acceleration  due  to  gravity,  times  the  weight of the
aircraft call it the Gravity Vector.

In this situation, the aircraft will obviously fall straight down.  There`s
only  one force acting on the aircraft, and it`s acting straight down.  Now
imagine  the  aircraft  flying straight and level.  The force of gravity is
still  acting  on the aircraft but it`s not falling.  There`s another force
acting  in  exactly the opposite direction to the force of gravity, with an
exactly  equal  strength.   This is the lift force generated by air flowing
over the wings - the Lift Vector (see diagram 7.7)

If  the  length  of  the Lift Vector is less than the length of the Gravity
Vector,  then  the  force acting up is less than the force acting down, and
the  aircraft  will  slowly  sink (diagram 7.8).  If the force acting up is
greater  than  the  force acting down, the aircraft will rise (diagram 79).
How fast it will rise or sink depends on the size of the difference between
the  two  forces.   When you pull back on the control stick, you are making
the  Lift Vector longer.  When you push forward on the control stick, first
you  shorten  the Lift Vector, and then if you keep on pushing, you reverse
its direction and increase its length that way (diagram 7.10).

Now let`s look at what happens when the aircraft banks (diagram 7.11).  The
Gravity  Vector always points straight down, but the Lift Vector rolls with
the  aircraft.   It  always  acts at a right angle to the wings when you`re
looking  at  the  aircraft  from  in  front.  The length of the Lift Vector
hasn`t  changed  but  its  direction  is  no longer exactly opposite to the
direction of the Gravity Vector, so only some of the lift force is opposing
the  Gravity  Vector  the  rest  is  turning  the  aircraft and dragging it
sideways.   Because  the  Lift  Vector is no longer cancelling out the full
force  of  the  Gravity  Vector,  the  aircraft  starts to sink, and in the
resulting  imbalance  of  forces the nose drops and the aircraft dives more
and more steeply.

Pulling back (diagram 7.12) lengthens the Lift Vector, so that the fraction
of  its  force  opposed  to  the  Gravity Vector is enough to counteract it
entirely.   This  means that the sideways force is greater too, so the turn
also speeds up.

You can see that the steeper the angle of bank, the harder you need to pull
to maintain level flight, and the faster you turn (diagram 7.13).  How hard
can  you  pull?   The  Tornados  wings  are  built to support 7.5 times the
aircrafts weight as a safe maximum, so at most you can make the Lift Vector
seven  and a half times longer than the Gravity Vector.  The flight control
system knows about this limitation, and won`t allow you to pull hard enough
to break the aircraft.

Positive G and G-LOC

As  you may have realised, if you`re pulling this hard, you, the pilot, are
being  pushed  down  into  your  seat  with 7.5 times the force of gravity.
Lifting  a  hand  -  or even supporting your head upright takes seven and a
half  times more effort than usual.  Even worse, your heart and circulation
are  struggling  to pump blood "uphill" to your brain and slowly losing the
battle.   If you keep this up for too long, you will black out.  Since this
usually  means that you stop pulling, the force becomes less, blood returns
to  your  brain, and you wake up again unless, of course, you`ve crashed or
been  shot  down meanwhile.  The situation is sometimes known as G-LOC:  G-
induced  Loss  Of  Consciousness.   The G stands for Gravity - but here its
just being used as a unit of measurement.  If you`re pulling hard enough to
make  the  Lift Vector 7.5 times as long as the Gravity Vector, we say that
you`re  pulling 7.5 G.  You and the aircraft are experiencing 7.5 times the
normal force of gravity.

The  G  force  reading  is shown on the G-meter (upper right centre) on the
instrument  panel.   In  the Simulator you can ignore G-LOC if you wish, by
using  the  switch  on  the Mission Selection Screen to disable it.  In the
real world this desirable option is unfortunately not available.

Because  there  is a limit to how long the Lift Vector can become, there is
also  a  limit  to  how  far  you  can  bank and still hold the nose up see
(diagram  7.14).   Beyond this angle, the fraction of the Lift Vector which
opposes  the Gravity Vector can never be long enough to cancel it entirely,
though  the turn can and will get faster.  If you want the absolute maximum
rate  of turn, you bank to 90o and pull as hard as you can, but you have to
accept  that  the  nose  will  drop  while  you`re doing it (unless you use
opposite  rudder  to try and hold the nose up).  This is why Autotrim can`t
handle bank angles beyond a certain limit.

Pointing the Nose; ROLL then PULL

The  idea  of the Lift Vector is important for every kind of manoeuvre, not
just  level  turns.   Imagine a line running straight up from the centre of
the  HUD pointing in the same direction as the Lift Vector, so, that as the
aircraft  rolls  the line still points straight up the HUD.  In general, if
you  want  to  point  the aircraft nose at any thing or place, the best and
fastest way to do it is to roll to point the Lift Vector at the target, and
then pull back until the target is in the centre of the HUD

But  what  if the target`s below the centre of the HUD?  Can`t we just push
forward to point the nose at it?  For small corrections, yes, but there are
two major reasons why this is not a good habit to develop

Negative G

When you push the control stick forward from the central position you first
shorten  the  Lift Vector, and then reverse its direction.  When the length
of  the  Lift  Vector is reduced to nothing, the G-meter reads zero and you
and  the  aircraft  go  into  free fall.  When the Lift Vector extends down
beyond that point you experience negative G:- you, the pilot, find yourself
rising  out  of the seat and hanging in your straps, dust and loose objects
(there  shouldn`t  be  any,  but  there  often are) rise from the floor and
collect  in the top of the canopy, and blood rushes from every extremity of
your  body  to  pool  in  your  head, at an increasing pressure.  If a high
negative-G  manoeuvre  continues  for  too  long, it produces the condition
called  "red-out" which is even less pleasant than a positive G "black-out"
and much more likely to cause permanent injury or death.

Because  the  human body has such a relatively low tolerance for negative G
the  aircraft  is  built to tolerate about as much as the body and not much
more.   What  good would it do if the aircraft survived in conditions where
the  crew  couldn`t?   The  structural  weight  saved is considerable.  The
Tornado  flight  control  system  will not deliver more than -3 G, which is
still more than you can sustain for long without red out.

When you`re flying straight and level and you want to dive, the obvious way
to  do  this  is  to push the control stick forward to lower the nose.  For
small  corrections this is a perfectly valid method, but pushing forward to
enter  a  steep  dive  is  not  a  good  idea.   The risk of red-out is one
excellent  reason  to avoid this practice, the other is that its a slow way
to manoeuvre - just not good enough in combat.

The  reason  it`s  slow  is because the aircraft`s negative-G limit is less
than  its  positive-G limit:  -3 G against +7.5 G.  You`ve already seen how
the  length  of  the  lift  vector  governs the turn rate, and there`s very
little  difference between a steep hard turn and a hard climb or dive:  the
force  of  gravity makes some difference but not a lot when the Lift Vector
is  up  to  7.5  times longer.  Diagram 7.16 gives some idea of the maximum
turn rates available by pulling +7.5 G as against pushing -3 G.

In  the light of this, use the method described above - ROLL to line up the
Lift  Vector  and  then  PULL  to  point  the nose for all but the smallest
corrections.   If  this  leaves the aircraft pointed in the right direction
but flying upside- down, just roll it upright again.

THE AUTOTHROTTLE

If  you haven`t already done so, hit F8 again for Heading and Altitude Hold
and  watch  the HUD Airspeed figure until it becomes steady.  All this time
you`ve  been  flying  with  the  engines under control of the Autothrottle,
which is throttling the engines to try and maintain the requested Indicated
Air Speed, which is shown on the AFDS display on the MFD.

Just  as  the  control stick (which flies the aircraft manually) is used to
change  the autopilot's orders when the AFDS is flying the aircraft, so the
throttle  controls  (which  normally vary the engine RPM manually) are used
under  Autothrottle  to  change the desired speed up and down.  Look up the
Throttle  Controls  on  the Control Summary.  On most machines they will be
the  +  and  -  keys  on the numeric keypad.  The F10 key is used to switch
Autothrottle  on  and off, and the yellow indicator light next to the green
AFDS  indicator turns on when the Autothrottle is engaged.  When you switch
from  manual  throttle  to  Autothrottle it takes the current Indicated Air
Speed  figure  as  its  target speed.  When you switch from Autothrottle to
manual  throttle  control,  the  engine RPM and reheat settings stay at the
last value commanded by the Autothrottle.

Limits of the Autothrottle

Autothrottle  is  an enormously useful feature, and you`ll probably want it
switched  on most of the time you`re flying.  All the more important, then,
that you learn its limitations.  For the moment, don`t set the Autothrottle
target  speed  below  about  250  knots  - with the aircraft in its current
configuration  (i.e  with the wings swept back as far as they will go), the
aircraft  will  stop flying and stall not far below this speed.  We`ll look
at the reasons for this behaviour (stalling) later

Other  limitations  exist mainly because the Autothrottle controls ONLY the
throttles.   If  it  wants  to  accelerate  the  aircraft, all it can do is
throttle  up.   If  it wants to decelerate, all it can do is throttle back.
But if the aircraft is climbing at a steep angle, the engines simply cannot
develop  enough  thrust  to  accelerate  that  much weight "uphill" or even
prevent  the speed from dropping.  If the aircrafts nose is pointed down in
even  a moderate dive, the aircraft will accelerate as it coasts "downhill"
even  though  the Autothrottle has cut the engines back to idle thrust (63%
RPM)

You  can  cope with the first situation (the climb) either by climbing at a
gentle  angle  which  the engines can sustain (generally less than 20° nose
up)  or by accelerating to a high speed in level flight before pulling back
into  a  steep climb (a "zoom climb").  In this case you will lose speed in
the  climb, but you started with a high speed, so you can carry on climbing
for some time before the speed falls to a dangerously low figure.

To  handle  the  second situation (unwanted acceleration in a dive) use the
Airbrakes.   Look it up in the Control Summary but in most machines the key
will  be Backspace.  While you hold this key down, the Airbrakes, which are
large  panels  on  the upper rear fuselage, are swung open to increase drag
and  slow  you down.  If you look at the Airbrake Position Indicator (lower
left  on  the Panel) you`ll see a needle flick in and out as you deploy and
close  the  Airbrakes.   This technique will work for moderate dive angles,
but  there  is  a  limit to the effect.  If you think about it, you can see
that  it  would  take  an  extremely large parachutes to do very much for a
45000 lb.  (22000 Kg.) aircraft in a vertical dive!

Manoeuvre Drag

There  is  another  Source  of  drag  which  can make it impossible for the
Autothrottle  to  maintain its target speed, and this is the drag caused by
manoeuvering.   When  you  pull  back hard on the stick you are forcing the
wings  to  generate a large amount of lift, but it is impossible to do this
without  also  generating  a large amount of drag (though the proportion of
drag  to  lift varies with the wing sweep setting - see later).  If you set
the  aircraft up in level flight at a constant speed under Autothrottle and
then  enter  a  steep  hard turn, you will see the Airspeed start to decay,
while the Autothrottle cuts in maximum thrust and still can`t keep up.

While this increased drag and loss of speed is usually a severe nuisance in
air  to-air  combat manoeuvres, it does have a practical use if you want to
slow  down  in  a hurry.  Turning hard is probably the best way of losing a
lot of speed quickly - even more effective than the Airbrakes.

There  is one more corollary of the relationship between lift and drag.  If
more  lift  means more drag, less lift means less drag, and presumably zero
lift  means  zero  drag!  Unfortunately drag comes in many flavours and the
drag  due  to lift is not the only form of drag affecting the aircraft, but
it  is  possible  to  improve your acceleration by pushing forward till the
G-meter reads 0.  This manoeuvre can be important when you need to run away
from  a  fighter  or a missile, and is generally called "unloading", but if
you  keep  it  up for too long you'll dive into the ground.  We should also
point out that negative lift unfortunately does not imply negative drag!

STALLING
 
Several  times  above  you  will  have  seen  the  caution; don`t let the
aircrafts  speed  drop too low, or it will stop flying.  Now we`re going to
show you what happens next and why.  Since stalling behaviour is so heavily
related  to  airspeed,  we`ll  start  by  explaining  just  what we mean by
"Indicated" Air Speed

Indicated Air Speed - IAS

Indicated  Air  Speed  (IAS)  is  one  of four common ways of expressing an
aircraft`s  speed.   The  others are True Air Speed (TAS)" which represents
the speed relative to the air you`re flying through, Ground Speed, which is
actual  speed over the ground, and Mach Number, which represents your speed
as a multiple or a fraction of the speed of sound at your current altitude.
So what can IAS be if it's not the same as any of these?

At  ground  level Indicated Air Speed is exactly the same as True Air Speed
speed  through  the  air.  As the aircraft climbs, however, the outside air
pressure  and  density  fall.  The higher you go, the thinner the air.  The
amount  of  lift  generated  by your wings depends largely on the speed and
density  of the air flowing over (and under) the wing.  At higher altitudes
and  lower  air  densities  you need to fly faster just to stay in the air.
The  Indicated  Air Speed figure takes air density into account, and so for
any  given  aircraft  weight, wing sweep and flap setting the aircraft will
always  stall  (ie.  stop flying) at the same IAS.  If the pilot used a TAS
figure  the  stall  speed  would  increase  with  altitude,  which would be
confusing and dangerous.

At  ground  level  an Indicated Air Speed of 200 knots means that your True
Air Speed is 200 knots.  At 30000 feet, an IAS of 200 knots means that your
TAS  is  about 327 knots.  In both cases you can look at the IAS figure and
know  that  your  speed  is dangerously low in fact, with wings fully swept
back  the  Tornado  would  quite  possibly  have stopped flying and started
falling at 200 knots IAS.

Angle of Attack

Lift  can  also  be varied more directly by changing the angle at which the
wings  meet  the  airflow  (the Angle of Attack, aka Alpha angle).  Diagram
7.17  shows  how  this  angle  is defined.  Suppose your aircraft is flying
straight and level.  If you now raise the nose slightly, that will generate
more  lift,  and  the aircraft will climb.  The problem is that tilting the
wings  at an angle to the airflow generates more drag as well as more lift,
and  either  the engines must produce more thrust or the aircraft will slow
down.   The  steeper  the  angle of attack, the more lift and the more drag
produced.

The  trouble  is  that  your  wing  only generates lift when air is flowing
smoothly  round  it on both surfaces.  If the Angle of Attack increases too
far,  the  airflow  over  the  upper  surface simply cannot follow the wing
surface.  It breaks away and becomes turbulent and the wing suddenly ceases
to  generate  any  useful  quantity  of lift.  This is the STALL condition,
where the aircraft stops flying and starts falling.  At this point you lose
most  flight  control  because  there just isnt enough air flowing over the
control  surfaces  to  make them effective.  If the aircraft is left to its
own devices at this point, the nose will drop, the aircraft will accelerate
as  it falls, and it will usually regain flying speed within a few seconds.
This  is  fine  if nobody`s shooting at you, and you can afford to lose the
height.  If you can`t (for example, at 200 feet while approaching to land),
it  can be lethal.  So you must know how to avoid stalling if possible" and
how to handle the situation if not.

Use  the  AS  in  Altitude  and  Heading Hold mode to set the aircraft u in
straight  and  level  flight  at an altitude of at least 000 feet, with the
autothrottle  at  about  00-450  knots.   When  you`ve  done this, turn the
Autothrottle  off  by  hitting a, but leave the autopilot engaged.  Look in
your  Control  Summary  and  find  the throttle "Slam Shut" and "Slam Open"
commands.   Use  "Slam shut" to bring the engines down to idle thrust - you
should see the RPM gauges drop to a figure of 63%.

Now  watch  the  HUD Airspeed Indicator "the Pitch Ladder" and the vertical
strip  meter  on  the  left side of the HUD, opposite the VSI.  This is the
Angle of Attack (Alpha) meter (diagram 7.18).  With the engines idling, the
airspeed will drop but you may want to use the Airbrakes carefully to bring
your  speed  down  to about 250 knots - let your speed decay naturally from
that  point.   You  should  see  that  as  the  speed  drops, the autopilot
maintains  the set altitude.  In order to do so it raises the nose more and
more,  which  will show up on the pitch Ladder.  At the same time the Alpha
meter shows a steadily rising trend.

Finally  the  stall  point  is reached, the nose drops uncontrollably.  The
AFDS  system  realises  that it can`t handle the situation and turns itself
off   -   and   tells  you  so  by  sounding  an  alarm  and  flashing  the
Attention-Getter  lights.   Now  its time for you to act; slam the throttle
open  and  push  the  control stick forward (you`re trying to accelerate to
flying speed as fast as possible).  As soon as you see that the aircraft is
actually  pitching  down  in  response  to your command pull the stick back
GENTLY  and level off.  Now let`s cancel that infuriating warning.  You can
do  this from either cockpit, but shift into the back cockpit first, so you
can  see  the  Warning Panel (lower right), with the flashing light telling
you  what  the  warning was about.  To cancel the Warning, hit the * key on
the numeric keypad or the key.

If  you  didn`t notice the airspeed reading when the stall occurred, try it
again.   Its impossible to tell you exactly what speed you`ll find, because
stalling  speed  varies with the aircraft weight, which changes as you burn
fuel.   The LOWER the weight, the LOWER the stalling speed.  You don`t have
to  memorise  all  the  possible values, but it`s important that you get an
idea of the sort of speed at which you`re likely to run into trouble.

Once you understand what causes a stall and how to recover from it, the aim
is  to  be able to recover while losing the absolute minimum of height.  It
is  crucial to be able to do this if you stall while taking off or landing.
The  indispensible  factor  for  recovery  is  Airspeed  -  the  faster you
accelerate,  the faster you recover, but if that recovery involves pointing
the  nose straight down for maximum acceleration, then you`re going to lose
a  lot  of  height.  You will generally find that because the nose falls of
its  own  accord  you  need  not push forward to lower it; the really vital
action  is  opening the throttles.  Open them right up to Combat Power (Max
Reheat),  which  may  be  done  fastest  by  using Slam Open, releasing the
throttle  control  (stick  or  key),  and then Using Slam Open again.  Just
remember to shut off Reheat once you have reached a comfortable speed (Slam
Shut  while  in reheat cuts the throttles back to maximum RPM dry), because
fuel consumption at max Reheat is appalling, especially at low altitude.

WING SWEEP

Assuming that you`re back in control, set an altitude of 8000, and lets try
something  a  little different.  Make sure that your speed is less than 500
knots  and  steady.   Now  look  in  the Control Summary for the Wing Sweep
controls  W  and  S  on  most  machines)  and  find the Wing Sweep Position
Indicator  (lower  left  on the Panel).  The indicator should show that the
wings  are at maximum sweep (67o sweep).  Hit the F2 key for Satellite View
to  see  the  aircraft from outside and above so that you can see what this
looks  like.   Go  back  to  the Front Cockpit and hit the W key once.  You
should  see  the  Wing Sweep Indicator needle move forward to the mid sweep
(45°  sweep) position When the needle has finished moving, flip back to the
Satellite view so you can see what this looks like.

Now  try  the  stall  again, watching the airspeed and the Alpha meter, and
recover  as  before,  ensuring  that you return to a steady speed no higher
than  about  500  knots.   You  should  find  that  the  stalling  speed is
noticeably  lower than it was at full sweep, but the behaviour of the Alpha
meter  looks  much  the  same  it rises as the speed falls off and the nose
rises,  and  the stall occurs not long after it reaches a point just beyond
the  fourth  marker  on  the scale of dots If you try some turns you should
also find that the aircraft manoeuvres more.  crisply and turns faster than
it did at full sweep.

Set  Autothrottle  and reduce your speed to about 350 knots indicated.  Hit
the  W  key  again to sweep the wings all the way forward to 25° sweep.  Go
through  the  stall routine again and you will find that the stalling speed
has dropped once more.  Turns will reveal that the aircraft feels even more
nimble than it did at mid sweep.

This series of tests should have convinced you of a number of things:

.  The further forward the wings are swept, the lower the stalling speed.

.  The further forward the wings are swept, the better the aircraft turns.

.  Whatever the sweep angle, the Alpha Meter is a more consistent indicator
   of an approaching stall than the Airspeed Indicator

The conclusion is obvious - if you`re flying slowly, or you need to turn as
tightly  as possible, sweep the wings forward.  You can reduce the stalling
speed  even  more  by  lowering  the  Flaps as well, but we`ll come to that
later.

So  why  bother  with sweeping the wings back, if the aircraft flies better
and more safely with the wings forward?  Let`s demonstrate.

Mach Number

Starting  with  the aircraft flying level at about 5000 feet with 25° sweep
at  about  400  knots under Autothrottle.  Check that you know how to sweep
the  wings  back  again  (usually the S key).  Now set the Autothrottle for
about  480  knots  and watch carefully as the aircraft accelerates.  Before
you`ve reached the target speed you`ll hear a rumbling, buffeting noise and
possibly  notice  some vibration.  When you do, sweep the wings back to the
mid sweep position and the buffeting should stop.

You`ve  just run into what are called compressibility effects - the fringes
of  what  used  to  be  called the Sound Barrier.  Though the aircraft as a
whole is nowhere near the speed of sound yet, the airflow over parts of the
wings  was  beginning  to  approach  sonic  speeds  at  different places at
different  times.   Shockwaves  are  constantly forming and collapsing in a
chaotic  pattern,  causing turbulance and shaking the aircraft.  If you had
carried  on  accelerating without sweeping the wings back, the effect would
have grown more severe, and eventually aircraft would become uncontrollable
and  /  or shake itself to pieces.  The the wings back delays the formation
of the shockwaves until you reach a higher speed.

Now  set  the autothrottle for about 600 knots.  Once again as the aircraft
accelerates,  you will hear and / or see buffeting, which will disappear if
you  sweep  the wings back all the way to 67o.  You can now accelerate past
the  speed  of  sound  (Mach 1) all the way to the limits of the aircraft`s
performance  at the current altitude before you will experience any further
buffeting.



CONFIGURATION     25 SWEEP     45 SWEEP     67 SWEEP

MANOEUVRABILITY     BEST         FAIR         WORST
STALLING SPEED     LOWEST       MEDIUM       HIGHEST
LIMITING SPEED     LOWEST       MEDIUM       HIGHEST
(MACH NUMBER)      (0.73)       (0.88)       (2.2+)


So  now you know why variable-sweep wings are such an attractive idea.  Low
sweep  angles  allow  a  low  stalling speed, so the aircraft can land more
slowly  and  stop  on  a  shorter runway.  They also make the aircraft more
agile.   High sweep angles are not so good for manoeuvre, but they do allow
you  to  reach  high  speeds.   We`ll  go a little further into the subject
later.   For  the  moment the important thing is to give you an idea of the
speed  limitations  of  each  sweep  setting.   Because  those  limits  are
intimately related to how closely you approach the speed of sound, the best
way  to  express  them is as Mach Numbers; fractions of the speed of sound,
which like the aircraft`s performance changes with altitude.

The critical Mach numbers (the numbers you shouldn`t normally exceed) are:

      at 25o sweep:   Mach 0.73
      at 45o sweep:   Mach 0.88
      at 67o sweep:   Mach 2.20

You can switch the HUD airspeed indication from knots IAS to Mach number or
back  using  Alt  H.   Here  are  some figures to give you some idea of the
relationship between True Air Speed, Indicated Air Speed and Mach number at
different altitudes (see table opposite).

Like  any  other  fastjet,  the Tornado`s top speed depends on how high its
flying.   At sea level the high drag due to high air density means that the
aircraft  can  make 800 to 850 knots (Mach 1.21 - 1.29) flat out, depending
on  the weight, which is still faster than any other aircraft flies at that
height.   At  high  altitude  (say  36000  feet), the limit is roughly Mach
2.2,which  is about 1262 knots TAS, 689 kts IAS.  This is clearly not slow,
but  most  fighters  are  faster than this at these altitudes.  The obvious
moral  is:   if  you  have  to run away from a fighter do it as low down as
possible.


ALTITUDE     TAS     IAS      MACH      MACH 1    (speed of sound) is:
(feet)     (knots) (knots)   NUMBER     TAS      IAS

0            500     500      0.76      661      661
5000         500     464      0.77      650      603
10000        500     430      0.78      638      549
15000        500     396      0.80      626      496
20000        500     365      0.81      614      448
25000        500     334      0.83      602      403
30000        500     306      0.85      589      360
35000        500     278      0.87      576      321 
 

Now  that  you  have  some idea of how to fly, and what to do about stalls,
lets try something a little more challenging - landing.

AUTOMATED LANDINGS

Landing  is  the  most  difficult  of  ordinary  flight manoeuvres, but the
Tornados AFDS can do a great deal to make it easier.  In order to achieve a
successful landing, you must do the following four things in this order:

1.   You  must  arrive  at  a  suitable point to start your approach to the
runway  at  a  sensible  speed  and  pointing  in  approximately  the right
direction.

The  Mission  Planner systems will normally be helping you plan to do this,
and  the AFDS in Track mode will get you there if necessary.  We`ll look at
this in more detail in Advanced Flying Training.

2.   You  must fly the approach to the runway accurately while decelerating
sweeping  the  wings forward and lowering the flaps and landing gear, so as
to  arrive  at the runway threshold just above the ground, flying as slowly
as safely possible in the right direction.

The AFDS in Approach mode will fly the approach path for you and manage the
throttle.   All  you will have to do is deploy alrbrakes, wing sweep, flaps
and gear at the appropriate times.

3.  Just before the aircraft touches down you must "flare" raising the nose
and/  or  throttling  up to reduce the rate of descent to a figure the gear
legs and tyres can take comfortably.

The AFDS won`t do this for you, but it`s not too difficult.

4.   Having  touched  down, you must slow the aircraft so that you can turn
off the runway, or stop, before overrunning the end.

This  you  will  have  to do for yourself, and it`s high-pressure work, but
quite  mechanical.  Overrunning an 8000' runway takes some doing, but being
able  to  land  and  stop  short  on a damaged runway can save you and your
aircraft in wartime.

For  the moment, all you`re going to do is learn to use the AFDS to fly the
approach  for  you,  and  then  how to handle the necessary manual tasks at
touch-down and just after.

Landing Practice for Auto Approach

From  the  Main  Screen, select Flight, then Simulator.  From the Simulator
Missions,  select  "Landing Practice".  Having clicked on "Commit" you will
find  yourself  in  the  cockpit.  Hit the Pause key.  You are straight and
level  at  4000  feet  ASL  heading  towards  a  runway.   Just outside ILS
(Instrument  Landing  System) range, with autothrottle set at 450 knots and
wings at 45 sweep.  The HUD shows the standard nav display.

Unpause  and  wait  a few seconds.  As you come in range of the ILS system,
you`ll  see the HUD symbology change the centre symbol becomes a small open
cross,  and  a larger open cross appears off centre This will always happen
when  you  enter range of an ILS system if the HUD is in nav mode (ie not a
weapon  aiming  mode).   Take  a  look  at  diagram  7.20, which shows your
situation  in  plan  view.   The sequence of operations from here should go
like  this  -  you  may  want  to  use  the  Pause key to stay ahead of the
instructions:

Hit Key - AFDS Approach Mode.  (F6)

The  aircraft  will start manoeuvering to put the large cross on the HUD in
the  centre  WITH  the  aircraft on the runway heading.  The throttles will
also  be  adjusted as the autothrottle seeks the correct approach speed for
the  aircraft  weight and configuration.  The aircraft should start to slow
down.

Hit/Hold Key - Airbrakes

Use Airbrakes to bring the speed down to 350 knots.

Hit Key - Sweep Forward (to 25 sweep)

As  you  do  this  you should see the throttles close briefly.  You`ve just
lowered the stalling speed, so the AFDS can fly the approach more slowly.

Hit Key - Flaps Down

Do  this  once,  for the moment, to lower Manoeuvre Flap.  You will see the
Flap/Slat position indicators droop to the first position.

Hit/Hold Key Airbrakes

Bring your speed down to less than 280 knots.

Hit Key - Flaps Down

Now  you`re  below the limiting speed for Mid Flap.  This will have a large
effect on the stalling speed, so you should see the throttles close again.

Hit/Hold Key Airbrakes

Bring your speed down to less than 225 knots.

Hit Key - Flaps Down

Now  you`re slow enough for Full Flap, which will bring your approach speed
down to the slowest possible.

Hit Key - Gear Switch

Watch  the  Gear  Indicator lights to make sure it does come down and lock.
Initially  there  will  be  no lights, then three reds as the gear travels,
then  finally  three  greens  to  show that all three legs are locked down.
Anything  else means trouble.  Putting the gear down creates a lot of extra
drag,  so  the  aircraft  should  be  slowing rapidly if it has not already
reached the autothrottle speed setting If the throttles are still closed at
this  point,  use  the Airbrakes to slow the aircraft still more, until the
engine  RPM  gauges  rise  from  idle thrust and reach a steady value.  You
should now be in a stable approach, descending smoothly toward the runway.

Now  look  for  the  Approach  Progress Indicator light (upper right on the
panel), and wait for it to start flashing.  When it does.......

Hit Key - Cancel Autopilot

The  aircraft  should continue stably and smoothly down the approach, hands
off  since  everthing  is  already  set up.  Watch the HUD Altimeter as you
approach  the  runway  threshold,  and as the figure reaches 50 feet, start
pulling  back  gently  on  the stick, until you can see the rate of descent
start to slow down.  Try to avoid going back up!

Ideally, you will descend most of the way to the runway fairly rapidly, and
take  just  the  last ten feet or so more slowly.  As the main gear touches
down  (you  should  hear and see the thump, as well as the 0 reading on the
HUD altimeter), release the stick and...

Hit/Hold Key Thrust Reversers

The  Thrust  Reverser  buckets  close  over  your engine nozzles and divert
thrust  forward,  slowing  you  down.  Watch your airspeed, and at about 70
knots...

Hit Key - Slam Throttle Shut

Release Key - Thrust Reversers

Hit Key - Wheelbrakes

You must disengage the Thrust Reversers before your speed drops below about
50  knots, or your engines will start re-ingesting their own exhaust, which
will  do  them  no  good  at all.  Close the throttle first, or you`ll just
accelerate  again.   By  the time you reach these speeds, you can apply the
wheelbrake  without  fear  of  burning  them  out, and you should now coast
gently to a halt, having used up very little runway.

If  you  managed  to  do that all first time, congratulations.  Whether you
succeeded  or  not,  you  need  to practise it some more.  Over most of the
approach,  there  are a fair number of things to do to set up the aircraft,
but  not too much time pressure.  Just before touch down, the time pressure
suddenly  becomes  acute  and  every  action  is critical you must know the
sequence  of  operations  in advance, and mentally rehearse it in the final
seconds.   Eventually  it  will  become automatic.  When you've had enough,
read on.

Heavier = Faster = Scarier

The  aircraft weight affects your landing in two important ways.  First the
heavier  the aircraft, the higher the stalling speed the faster it must fly
just  to stay in the air.  The AFDS system knows this, and in Approach mode
it sets the autothrottle speed setting to stalling speed plus a percentage.
Any  higher  weights,  this  obviously  means that you touch down at higher
speeds,  and  roll  further  before stopping.  At maximum weight, even with
wings  fully forward, you will find that the AFDS wants to set the Approach
speed  at  or  above  225 knots - which is the limiting speed for Full Flap
leaving  you  in  a  complete Catch 22 situation:  you`ve got to reduce the
stalling  speed  (and  therefore  the approach speed) before you can deploy
Full  Flap,  but  the whole reason you want to lower Full Flap is to try to
reduce the stalling speed!

The  second  difference  weight makes is in how hard you can hit the runway
without  collapsing  the  gear.   At  light  weight,  with  a  nearly empty
aircraft,  the  absolute  limit  is  20  feet  per second, which is easy to
achieve.   Even  though anything above 10 feet per second counts as a heavy
landing, it isnt difficult beat this figure either.  But at maximum weight,
the absolute limit is one fifth of that - 4 feet per second.  This is a far
more difficult condition

But what can I do about it?

There  is  a  simple  answer  dump some weight.  The medium Jettison option
(external tanks and air-to-ground weapons) will bring your weight down to a
comfortable figure even if your internal tanks are still full.  The maximum
Jettison  dumps  most  internal  fuel  as  well,  giving you a nearly empty
aircraft The section on Emergencies in the Advanced Flying Training chapter
goes into this subject in more detail.

Operational Conditions

The  Mission  Planning  software will always insist that a flight plan must
include an Approach Point.  located in a runway`s ILS beam, and will ensure
that  you  arrive  at  this  point  flying  in the general direction of the
runway.   One  further condition should also be satisfied - that you arrive
at this point at a sensible speed, ideally no faster than 450 knots or so.

When  you  arrive  at  an  Approach  Point  in  Track  Mode,  the AFDS will
automatically  engage  Approach Mode, and the aircraft will start to follow
the  ILS  beam  down  to  the runway.  From this point on, the procedure is
exactly  the  same as for the Landing Practice sequence.  Provided that you
stick  to your flightplan and you can handle the last seconds of touchdown,
landing  should not be too much of a problem.  In the next chapter, we will
look at how to set up a landing anywhere you like, and do it manually.

TAKING OFF

Taking off is a far simpler manoeuvre than landing, you`ll be glad to hear,
but  it involves using a lot of different controls in quick succession.  It
also  helps  if you have some idea of how to fly once you`re in the air and
if you`ve followed through the exercises this far, now you do.

To  get  off  the  ground and stay in the air you`ll need fo know something
about the following controls and instruments:  (look them up in the Control
Summary and fhe Aircrew Notes)

. Throttle Control, Engine Instruments
. Wheelbrakes Switch and Indicator
. Control Stick (Joystick/Keyboard)
. HUD Airspeed lndicator. Altimeter, VSL, Pitch Bars
. Landing Gear Switch and Indicator
. Flaps Up Switch and Flap Position Indicator

From  the  Main Screen select Flight, and then the Simulator On the Mission
Selection  Screen, choose the option "Free Flight (from runway)".  You will
find yourself in the Mission Planner.  If this is your first take-off, just
click  on  the  button  marked "Take off" on the right-hand side.  You will
find yourself in the cockpit, on the runway, with engines idling and Medium
Flap selected, all ready to go.

Step  1.   Fully  open the throttle.  You'll see the Engine RPM gauges rise
till  they  show  100%.   At the same time, the Fuel Flow gauge will show a
moderate  rise.   Now  release  the  Throttle  control.   Light  up  Reheat
(Afterburners), by fully opening the throttle again.  The Engine RPM gauges
will stay on 100%, but both Reheat Indicators will light, and the Fuel Flow
gauge  needle  will  spin  clockwise  and jam itself against the stop.  The
aircraft  is  now  at absolute maximum power, held only by the brakes - you
may notice some vibration.

Step  2.   Release  the Wheelbrakes, watching the indicator to make sure it
goes out.  The aircraft will start rolling.

Step  3.   Watch  the HUD Airspeed Indicator, and stand by with the Control
Stick.   When  the speed reaches 140 knots, pull the stick back and hold it
back  If  the aircraft is lightly loaded the nose will immediately start to
rise,  if  its heavy this won`t happen until you have more speed.  Hold the
stick  back  until you`re pitched up about 8-12° according to the HUD Pitch
Bars,  from  just below to just above fhe first bar above the horizon.  Now
release the stick.

Step  4.   Watch  the HUD Altimeter.  As soon as it leaves 0 you`re off the
ground  You  will  also  see the HUD VSI indicator rise to show that you're
climbing  Check the Airspeed to see that you`re still accelerating.  If you
are,  hit  the Landing Gear Switch to retract the undercarriage.  Check the
Gear  Indicator  which  should  change from three green lights (gear locked
down)  to three reds (not locked down or up), and finally go out altogether
(locked up).

If  you`re  not accelerating, you`ve got the nose too high - push it down a
little carefully!

Step  5.   Watch the HUD Airspeed Indicator.  When you reach 215 knots, hit
Flaps  Up twice.  You`ll see the Flap Position Indicator rise from Mid flap
to Manouevre Flap to No Flap.  You`re now cleaned up and ready to fly.

In short form, the drill goes like this:

Throttle OPEN, Reheat ON FULL
Wheelbrakes OFF  (at 100% RPM and Max Reheat)
Pull back        (at 140+ knots)
Gear UP          (at 10+ feet)
Flaps UP         (at 215 knots)

After  Take  off,  you  will normally (in the Tornado IDS) be levelling off
quite  low  while you continue to accelerate to cruising speed it should be
quite  safe  to engage Track mode autopilot as you pass about 200'.  Normal
practice  would be to cut Reheat as you pass 300 knots, and make the switch
from  25  sweep  to  45 sweep at about 350 knots.  Operationally, your next
task  will  usually be to turn on the AFDS in Track mode and watch the Time
Early  /  Late  indicator  on  the  HUD,  fine-tuning  your  speed with the
autothrottle  in  order  to  arrive  exactly on time at your first en route
waypoint.

Variations:

As we said above, the speed you need to rotate and lift off the runway will
be  strongly affected by the aircraft weight - a heavier aircraft will need
a  longer  run  to reach a higher speed.  You can try the effect of varying
the  aircraft  weight by increasing or decreasing the fuel load and loading
stores  of various weights, using the Payload Window in the Mission Planner
(see the Mission Planner chapter for details of how to do this).

ADVANCED FLYING TRAINING
------------------------

Introduction

This  chapter  assumes  that you are reasonably confident that you know the
functions  of  the major controls and instruments, you can fly the aircraft
through  simple  manoeuvres,  and  you  can  take  off  and  land  with the
assistance  of  the AFDS.  We`ll look more closely at the uses of flaps and
slats  as  aids  to  tight  manoeuvre and low-speed flying, leading up to a
discussion  of  how to fly a loop and the many more useful variants of this
trick.   We  then  cover  Terrain  Following,  the full range of navigation
displays,  Target  of  Opportunity waypoints how to use AFDS Track mode and
the Time Early / Late indicator.

Once  you`ve  been  introduced  to  the full capabilities of the aircraft`s
navigation  systems  we  go on to discuss how to set up for an approach and
landing  wherever  and  whenever you want, and then how to fly the approach
for yourself without using AFDS Approach mode.

Finally  we  look  at possible emergency situations and how to handle them,
including  Spin  Recovery,  the jettison options and Ejection.  When you`ve
covered all this material you`ll understand the aircraft`s capabilities far
better and you`ll be ready to learn how to fight and survive.

MORE ABOUT FLAPS AND SLATS

As we said in Elementary Training, the primary use of flaps is to lower the
stalling  speed  to  allow  the  aircraft  to fly as slowly as possible for
approach  and  landing.  Flaps are surfaces which slide out of the trailing
edge  of  the  wing  and  hinge downward.  Slats are smaller surfaces which
extend  forward from the leading edge of the wing in a similar way.  On the
Tornado  both  flaps  and  slats extend and retract together in response to
Flap  Up and Flap Down commands and both extend for almost the full span of
the  wing,  which is unusual.  Its only possible because the Tornado has no
aileron  control  surfaces on the wings for roll control, which IS provided
instead  of  differential  movement of the tail surfaces and by spoilers on
the upper wing surface.

When  flaps  and  slats  are  down  they  extend the chord of the wing (the
distance  from  leading  to trailing edge), increasing the wing area.  They
also  deepen  the  camber  of  the wing, making it act like a wing which is
thicker  from  top to bottom.  There are other more subtle effects as well,
but  the  end  result  of all of the changes is that the wing develops more
lift  for a given airspeed and will tolerate higher angles of attack before
it stalls, so the aircraft can safely fly more slowly.

As  you  might expect, there`s bad news as well as good.  The price for all
the  extra  lift  is  extra drag, so it takes more thrust to fly at a given
speed.   When  slowing  down  to land normally the drag is more useful than
not,  but  if  you`re landing without power you won`t be able to afford the
loss  of  speed  until  the  last  moment.   The other drawback is that the
elaborate  mechanisms  add  weight  and  bulk especially so in as wing-wing
aircraft  like  the  Tornado.   If  the  designer  tried  to specify flaps,
linkages and actuators strong enough to operate over the entire speed range
the resulting aircraft would be so heavy and draggy it would probably never
leave  the  ground.  So flaps and slats are only certified to operate below
certain  speeds  -  the  limiting  speeds.  If you attempt to lower them or
leave  them down above these speeds, the best that you can hope for is that
the  mechanism will jam.  The worst case occurs when the overstrained flaps
collapse  on one wing but not the other, leaving an uncontrollable aircraft
corkscrewing towards the ground.

Need  I  say  more?   DON`T exceed the flap limiting speeds!  Here they are
again:

    Flap Limiting Speeds

    Manoeuvre Flap:   450 Knots IAS
    Mid Flap:         280 Knots IAS
    Full Flap:        225 Knots IAS

Because  the  Tornado has variable sweep wings there is one more constraint
on flap operation than you`ll find in most aircraft.  When the wings are at
mid sweep, the full-flap setting is unavailable because the extending flaps
would foul the fuselage side and the slot into which the wing trailing edge
disappears  When  the  wings are at full sweep, no flap extension at all is
possible  -  the  flaps  are actually trapped inside the slot.  Conversely,
with  mid  flap  selected  you  can`t sweep back beyond mid sweep, and full
sweep  is  unavailable  if  the  flaps are in any position except fully up.
There are automatic interlocks to prevent you from doing these things.  One
consequence  of  the interlock system is that you can't sweep the wings and
change  the  flap  setting at the same time you must do one thing first and
then the other.  Here`s a table of the possible combinations:

    Flap / Sweep Compatability
                      
                    25 Sweep   45 Sweep   67 Sweep
Zero Flap            Yes        Yes        Yes
Manoeuvre Flap       Yes        Yes        No
Mid Flap             Yes        Yes        No
Full Flap            Yes        No         No


Flaps and Manoeuvre

Manoeuvre  Flap is the "highest" flap setting, and as the name suggests its
intended  to  help  you  manoeuvre rather than land.  This flap setting was
chosen  as  an  acceptable  trade  off  between the benefit of lift and the
penalty of drag.  If you`re below the limiting speed for Manoeuvre Flap you
can  use  it to turn more tightly than you can with the flaps fully up, and
the  extra  drag  is  hardly  worth  worrying  about.   This  boost  to the
aircraft`s  handling  is  mainly useful in air combat.  The Tornado was not
designed  as  a world beating air superiority fighter it`s not possible for
any  one  aircraft  to  do everything well - and its strengths lie in other
areas.   As  a result, most purpose- built fighters can out turn if in many
situations, though very few can roll faster.  Using Manoruvre Flap can help
to  narrow  the  gap in capability.  See the Weapons Conversion chapter for
detailed advice on Air Combat Manoeuvering (ACM).

As a simple exercise and demonstration of the use of flap for manoeuvre, go
to  the  Simulator  and call up the "Free Flight (Airborne)" mission.  Lets
try  flying  loops:   they`re  a useful starting point for many more useful
types of manoeuvre.

Setting up for a Loop

The  first  essential  for looping the aircraft is enough airspeed.  Unlike
the  most  powerful  fighters,  the  Tornado  cannot  stand on its tail and
accelerate  straight up.  You`re going to lose speed on the way up, and you
don`t  want  to stall if you can avoid it.  We would suggest that you start
with  an  airspeed of about 450 knots IAS.  If you have height to spare you
can speed up your acceleration by means of a shallow dive, but beware...

The second essential condition is that you have enough height to recover if
something  goes wrong.  For the moment let`s set a lower limit of 5000 feet
for  starting the manoeuvre.  As you gain experience and confidence you can
bring  this height down, but it`ll be healthier for everyone if you do your
experimenting in the Simulator.

The third condition is not strictly essential, but it`s a good idea.  Start
the  loop  with the aircraft in a sensible configuration.  Looping with the
wings  fully  swept back is certainly possible, but only at high speed, and
the diameter of your loop will be enormous.  Mid sweep is probably the best
all-round  starting  configuration  Above  all,  don`t  try  this  sort  of
manoeuvre with a heavily loaded aircraft until you know what you`re doing -
and preferably not even then.

Finally, turn off the Autothrottle.  You`ll see why in a minute.

Looping Step-by-Step

Read this drill first and then try it out:  don`t attempt to do both things
at once!

1 Slam the throttles open to Combat power (Full reheat) and give the engine
RPM and fuel flow a moment to catch up.

2  Pull the stick back all the way and hold it back.  Be decisive about it.
Though there`s no need to punch yourself in the stomach, don`t dither.  The
aircraft  will pitch up and the airspeed will start to drop off.  Watch the
airspeed closely, and keep an eye on the pitch bars to monitor the progress
of  your  loop.   As  you  rise  to the vertical the 90o bar will pass down
across the HUD, then the pitch figures will start to fall again.  The pitch
bars will also help you to keep the wings level.

3  As  soon  as you`re safely below the limiting speed (450 kts), sweep the
wings  forward  to the 25° setting; you`ll see the pitch rate increase (the
pitch  bars  will move faster down the HUD).  When the indicator shows that
the wings have stopped moving, hit Flaps Down once to select Manoeuvre Flap
and  you`ll  see  the  pitch  rate  increase  again.   If  your airspeed is
worryingly  low,  you might want to drop the flaps further before you reach
the  top  of  the  loop, though this shouldn`t happen at moderate weight if
you`ve followed the directions exactly.

4  At the top of the loop the aircraft is inverted, peep pulling, though if
your  airspeed  is  dangerously  low you might let the stick come forward a
little way.  Remember that the harder you pull, the bigger the drag.

5 As the nose passes the horizontal on the way down and the aircraft starts
to  accelerate  again, cancel reheat and close the throttle (just Slam Shut
twice).   What  we  want  is  a  loop, not a power dive.  The aircraft will
rapidly  acelerate  downhill under its own weight, and we`re about to point
the  nose straght down at the ground.  As the speed builds up again be sure
to  retract  the  flaps  well below the limiting speeds, and be ready to go
back to mid-sweep if necessary.

6  As  the nose rises to the horizon again (the right way up this time) let
the  stick  relax  forward  to level off.  Note your altitude and speed and
compare  them with your starting values.  And don`t forget that you`ll need
to reopen the throttle!

Beyond the Loop

Keep  practising  this manoeuvre till you can do it easily, and then try to
find  the  limits.  Try it at lower speeds, higher speeds, with and without
Autothrottle.   There  are many variations on the basic manoeuvre, and most
of  them  are  more  useful than a straight loop.  If you roll the aircraft
level  at  the  top  then  you`ve  reversed your course in the quickest way
possible.   Try  making  a  low  fast  pass  over some point on the ground,
carrying  on  a  short distance, then pulling back into a loop.  Wait until
the  nose  is pointing back at the target and then roll upright for another
pass.  Tactically this is a bad idea on two grounds:

1 ) making a second pass on a defended target is probably the cause of more
combat  aircraft  losses  than  any  other single mistake.  and 2) a single
aircraft  hurling  itself  vertically upward will attract SAMs and AAA from
miles around.  But it`s good exercise and good fun, and the mental exercise
involved  in keeping track of which way it is to the target, which ever way
up  you are, is invaluable if you lack experience.  If you start pulling up
sooner  rather  than  later after passing over your chosen target, you will
also  discover  just  how much height you need to pull out of a dive.  Make
sure that collision-detection is disabled (on the Mission Selection Screen)
before  you  experiment,  or  you`ll  waste  a  lot of time crashing and re
starting.

Try  pulling  up to the vertical, rolling 180°, then pulling back again and
rolling  level  at  the  top.   This  will  leave  you more or less on your
original  heading,  but  several thousand feet higher.  Obviously you could
also  roll  through  more  or less than 180°, in either direction.  This is
known as the Immelmann manoeuvre.

There is also a downward counterpart to each of these manoeuvres, the split
S.   I  don`t  mean  an outside loop (pushing the stick forward all the way
rather  than pulling it back), which is strictly the province of aerobatics
professionals  in  special  aircraft  (or  suicidal  masochists).  What I`m
talking  about is rolling inverted from level flight and THEN pulling back.
Obviously  you  need  a fair amount of height before trying these variants.
Find  out  how  much.   

You  can  string  these various manoeuvres together in many different ways,
for many different purposes, provided that you don`t run out of airspeed or
altitude  When  you`ve  tried  all  these  things,  one  at  a  time and in
combination,  you`ll  have  afar  better grasp of what the aircraft can and
can`t  do.   Everything you can learn from these exercises will benefit you
when it comes to Air Combat Manoeuvering

TERRAIN FOLLOWING (IDS ONLY)

The  aircraft`s  ability  to fly automatically at low level over undulating
terrain  is  probably  the  best-known  feature of the Tornado IDS variant,
though  several  other  aircraft  also have this ability.  The original GR1
model  does  this  by  scanning  the  ground ahead with a radar to find the
ridges  it  must climb above and the valleys it can dive into.  In practice
it`s  a  very reliable system - it has to be, or the aircrew wouldn`t trust
it or use it.

Why Follow Terrain?

For as long as radar has existed, low-flylng aircraft have been the hardest
to  detect.   High ground between the radar and the aircraft will block the
signal  entirely.  Even, if there is a clear line of sight, a radar looking
horizontally  across  the  ground is half-blinded by echoes from the ground
itself.   A low flying aircraft is also less visible to every other kind of
sensor,  from an infra-red system to the human eye.  The later the aircraft
is detected and the sooner it has passed out of sight, the shorter the time
available  for  ground-based  weapons to be aimed and fired.  Anti-aircraft
missiles,  too  have  a harder time tracking low-level targets, and may fly
into  the  ground themselves.  Even fighter pilots, who are not notoriously
modest  or  timid people, will manoeuvre more cautiously when the ground is
just a few aircraft lengths away.  With modern look down fighter radars and
snap-down  missiles  they  can  attack  you  from  above but you`re still a
difficult  target.  If you have to be a target then that's the best kind to
be.

The  Tornado`s  TF  system gains you all these advantages, and lets you use
them  in conditions where most other aircraft would not even be flying, let
alone  flying  at  treetop-height.  Night and low visiblity mean nothing to
the TF system, provided that you trust it and know its limitations.

Disadvantages

The  main problem with the GR1 Terrain Following Radar (TFR) is that its an
active  system:   like  any  radar  it works by transmitting powerful radio
signals  and  listening for the echoes (normally known as returns).  Though
most  of  the  TFR  signal  is directed at the ground the radar has to scan
ahead  of  the aircraft, and an enemy with the right kind of receiver (like
the  Tornado`s  own Radar Warning Receiver) can pick it up from a distance.
The  Tornado  has no pretensions to passive Stealthiness - if the enemy can
point  a  radar  at it under good conditions, he will definifely be able to
see  it  -  so  every  possible  effort should be made to avoid drawing his
attention.

Another  (lesser)  problem  is  that the radar-reflective properties of the
ground  vary  considerably  with  soil  type, vegetation cover and man-made
features.   At  one  end  of  the  scale, this means that the system may be
spooked  by  metal  structures on the ground into pulling up higher than it
really  needs  to.   At the other, some Tornado pilots in the Gulf had very
narrow  escapes  indeed  in  the  process of discovering that some enormous
sand-dunes were effectively invisible to the radar!

TRN versus TFR

The solution proposed for the Tornado GR4 is based on digital mapping.  For
the  last  decade  or more, cruise missiles have used stored digital relief
maps to provide a cross-check on their navigation and to enable them to fly
accurately at extremely low level.  This is Terrain-Referenced Navigation -
TRN.   The  guidance system uses radar briefly and discreetly to capture an
image of the landscape, and then compares this with the stored maps to find
its  true  position.   To  keep down the storage requirement (and hence the
weight,  bulk,  complexity  and  cost),  such missile guidance systems only
store maps for a few critical portions of the route.

The  cost,  weight  and bulk of computer memory have changed enormously for
the  better  since  then, the quality and quantity of digital map data have
also  been drastically improved, and the processing power now available can
be used to analyse and present more data, more usefully, in less time.

The  GR1`s navigation systems combine automatic dead-reckoning and inertial
navigation  to  keep track of the aircraft`s position with a high degree of
accuracy.   But  even  so,  the calculated position "drifts" over time.  It
needs  to  be  checked by the navigator at intervals, and brought back into
line  with  reality  In the GR4 this realignment is performed by TRN, using
only the data from the radar altimeter, which is designed to be as close to
undetectable  as  a  radar can be.  A radar altimeter, which only transmits
straight  down,  is  inherently  a  lot stealthier than a Terrain Following
radar, which must look forward.

Because the GR4`s navigation system holds a digital terrain map, and always
knows  precisely  where the aircraft is, it can "look ahead" on the digital
map in order to follow the terrain.

Terrain Following with the AFDS - a demonstration

Select  the  Simulator,  and  call  up  the IDS - Free Flight (from Runway)
option  Select  "Take  Off"  in the Mission Planner, and once you`re in the
cockpit, get the aircraft off the ground.  Fly straight ahead (a heading of
270),  and  once you`ve cleaned the aircraft up for cruising flight, engage
the  Autothrottle  with  a  speed  setting  of  about 420 knots.  Now climb
straight  ahead  to about 2000 feet.  When you get there, hit the F9 key to
put  the AFDS into Terrain Follow (TF) mode.  You`ll see the mode change on
the  AFDS MFD display and the ALT status will change to 1500 RIDE (maintain
a  Ride Height of 1500 feet).  If you look at the HUD altimeter, you`ll see
that  a  letter  T has appeared below the digital altitude figure, which is
prefixed  by  the  letter  R  to show that this is a radar altitude (height
above ground) rather than a barometric altitude (height above sea - or flat
ground - level).

If  you`re  over hills, you`ll see that the aircraft is now pitching up and
down under automatic control to maintain 1500 feet above ground, as closely
as  it  can.   if  you`re not above hills at the moment, look about to find
some,  and  use  left  or  right Control Stick movements to set the Heading
Acquire  figure  to  steer  towards  them,  just as you would in Altitude /
Heading  Acquire  mode.  Moving the stick forwards or backwards will change
the  Ride Height figure, which can be set to 1500, 1000, 750, 500, 400, 300
or  200  feet.   Set  the  Ride  Height down to 200 feet by stages, pausing
briefly each time to let the aircraft stabilise at the new Ride Height

As  you  reach  about  500 feet you`ll notice that the E Scope (the display
above  and  to the left of the MFD) is starting to show an undulating green
zone  in  its  Bottom  section.  As the Ride Height is reduced further, the
green  zone  will  rise up the display.  The zone represents the profile of
the ground directly ahead of the aircraft, shown relative to the fixed mark
on  the  left-hand  side  of  the display As the aircraft moves, the ground
profile  shown  in the E-Scope scrolls in on the right and out on the left.
This data the TF system is using to decide whether it must climb to clear a
ridge, or can dive to take advantage of a valley.

Now  set  the Autothrottle to a higher speed, say 550 knots, not forgetting
to  adjust wing sweep as necessary and try to find some more hills.  As the
aircraft`s  speed  increases,  so the TF system needs to look further ahead
for obstacles.  The vertical scale of the E-Scope remains the same, but the
horizontal  scale  changes  to  compress  a greater distance into the fixed
width of the display, this means in effect is that the slopes start to look
steeper The faster you go, the more dramatic the effect becomes.

The  TF  sysfem  is  smart  and  trustworthy, but it does have limits.  The
faster  the  aircraft  flies, the more difficult it is to follow the ground
closely,  and  the  more  dangerous it becomes to do so.  The system allows
itself  a margin of error below the set Ride Height, and flashes the B risk
indicator  (a red light below the E Scope) when it exceeds that margin.  If
the B risk indicator is flashing frequently, you should either slow down or
increase  the  Ride  Height  if  the  situation  allows.   There is also an
absolute  limit  below the safety margin.  If the radar altitude falls this
low,  the  system  goes  into panic reaction.  It instantly rolls the wings
level and pulls up hard away from the ground, then automatically disengages
itself and sounds a warning to tell you.

The  emergency  pull-up is intended to save you if possible, but it may not
be  triggered until it`s too late.  It is not guaranteed to save your life.
If  you  want  to try it out, find a long stretch of level ground free from
tall  obstructions  and very carefully fly the aircraft by hand down to 100
feet  or less.  When you`ve done this, engage TF mode and the system should
trigger an emergency pull up immediately.  As you engaged it, the TF system
automatically selected the nearest Ride Height (200 feet) and found that it
was below the absolute safety limit.

Quite  apart  from the fact that it can`t be guaranteed to prevent you from
flying  into  a  steep  hillside  at high speed, there is another excellent
reason  to  avoid  relying  on  the  emergency  pull-up.  The reason you're
Terrain-Following  in  the  first  place  is  to  avoid drawing the enemy`s
attention,  and a Tornado rocketing upwards like a scared pheasant is bound
to attract it!

MAPS, THE MFD AND THE TAB DISPLAYS

Because the navigation displays and systems are powerful, comprehensive and
quite  complex, there`s a lot of material to cover, so you`ll probably want
to  use  Pause frequently, or even restart the whole exercise at intervals.
As  an incentive to wade through this stuff; when you`ve absorbed it you`ll
be  able  to  tell  the  aircraft  to fly itself to any point on the map by
simply pointing with the mouse and clicking.  To get things started, select
Simulator,  and  the Free Flight - Airborne mission and commit.  Engage the
AFDS  in  Altitude  /  Heading  Acquire mode, so that you hold your current
heading of 270° (due West).

Full-Screen Moving Map

To  call up the Full-Screen Moving Map hit the M key(check with the Control
Summary).   As  the  name  suggests,  this  uses  the entire screen area to
display  a  map.  The map scrolls automatically to keep the aircraft in the
centre,  shown  as a symbol surrounded by a compass rose with North marked.
The map also rotates as the aircraft turns, so that the direction of flight
is always straight up the screen.

Because  of the large size, this map covers a larger area and offers better
resolution  than  any  of  the other map displays available in the cockpit.
You can also zoom in and out - check the Control Summary to find out how to
do it.  To go from this display to any other view, just hit the key for the
view you want.

Multi-Function Display (MFD) Modes

Shift  to  the  front cockpit view.  By repeatedly hitting the MFD Function
Select  key  (probably D) you can cycle through a variety of displays.  The
full list of possible MFD displays is as follows:

1.  AFDS / Autothrottle Status Display

You`ve  already  seen  this display.  It will be available whenever AFDS or
Autothrottle  are  engaged.  Engaging either will automatically select this
MFD  display, though you can still select any other available display using
MFD Function Select.

2.  ILS Display

This display is available at any time.  but it will only become active when
you  are  inside the ILS coverage of an allied airfield and pointing in the
general  direction  of  the  runway.   For  details,  see  the  section  on
Semi-automatic and Manual landings later in this chapter.

3.  Local Map Display

Available  at  all  times,  and  covered  in detail below.  Users of slower
computers  may want to use this display only from the Back cockpit since it
requires heavy processing and may have a visible effect on the frame update
rate.   The  impact  is much less when the map is zoomed in to show smaller
areas.

4.  Forward-Looking Camera

Available on the back seat MFD at all times, but only at night on the Front
Panel.   Displays  a  normal  full-colour  image in daytime, and an image -
intensified  view  at night.  When used in the front cockpit it may visibly
slow the frame update rate.

5.  Ground Radar Display (IDS only)

Available  only  when  the  radar  is  on,  and  in Ground mode.  This is a
synthetic  composite  display combining digital map data and radar returns.
Returns from objects not found in the map database are shown as bright dots
-  this  is a good way of locating vehicles or trains.  Ground Radar can be
used  to  designate targets of opportunity, and is covered in detail in the
Weapons Conversion chapter.  This is another power-hungry display, but like
the Local Map Display it is less demanding when the range setting is short,
and  of  course it can be used from the back cockpit without visible impact
on the frame rate.

6.  Air Radar Display

Available  only  when  the  radar  is  on, and in Air mode.  This is a plan
display  showing  aircraft detected in a fan-shaped volume in front of your
Tornado  Short  and medium range settings are available in both IDS and ADV
aircraft  but only the ADV radar offers the long-range setting.  Allied and
Enemy  aircraft are distinguished by different symbols, and the display can
be used to designate targets in air combat.  Air Radar is covered in detail
in the Weapons Conversion chapter.

7 Display Unavailable/MFD damaged

If  a  particular display is not available because of equipment failure you
may see a green diagonal cross substituted for the normal display.  The MFD
itself  may  also  suffer damage, in which case the disp!ay will degenerate
into noise If you find this annoying, you can turn the MFD off altogether.


The Local Map Display in detail

Use  the  MFD  Function Select key to Bring up the Local Map Display.  Like
the  Full  screen Moving Map, this display rotates as the aircraft turns so
that  the  aircraft  always points straight up the screen - as shown by the
vertical  line  of  dots  projecting  the  current  heading.  Also like the
Full-Screen  Moving  Map, this map scrolls to keep your current position in
the same place on the screen, but you have two Map Origin Modes giving some
choice as to where the display will be centred.

When you first see this display it will show the aircraft`s position at the
centre of the screen, with the dotted line extending from there to the top.
This  is the Centre Origin mode, which lets you see the area Behind as well
as  in  front of the aircraft.  Hitting the Map Origin Select key (probably
D),  will  switch  to Base Origin mode, which puts the aircraft position at
the  bottom of the display in the centre.  The dotted line now extends from
top  to  bottom of the display.  Base Origin mode allows you to see further
ahead  of  the  aircraft.   Hitting  the  Map Origin Select Key will always
switch  from  one  mode  to  the other.  The map can Be zoomed in or out in
either of these modes (see the Control Summary under Local Map Zoom).

Into the Back Cockpit:  TV Tab Displays

Because  of  the  restricted size of the MFD, the Local Map is intended for
short  range  orientation and navigation only.  For serious work we need to
shift  to  the  back  cockpit,  where the Navigator / Weapon System Officer
works.   Here there are three displays side by side.  The centre display is
an  MFD  just  like  the  one on the Front Panel, with all the same display
modes available plus a daytime forward camera view.  The larger displays on
either side are known as the Tab displays.  This peculiar name is short for
TV  Tabulator  (a relic of early computer equipment nomenclature), but they
are simply a larger form of multi - function display

Look  up  Left  Tab Function Select and Right Tab Function Select (probably
the  [and]  keys), which are used to cycle each screen through its range of
displays.   Some  of  these  are  unique  to the Tab displays, and some are
shared  with  the  central  MFD.   To  save you time in cycling through the
options  for  any  of  the three displays, you will only be offered display
modes  which  are  not already shown on another screen, e.g.  if you select
the Local Map on the right Tab display, you will find that the MFD will not
offer  this  display  if you cycle through its options.  Similarly, you can
never  have  the  same  display on Both Tabs at the same time.  Use the MFD
Function  Select key to bring up the AFDS display which is not available on
the  Tab  screens  (remember  that you wont see this unless the AFDS or the
Autothrottle  are  engaged).   This  will ensure that the full range of Tab
displays are available for you to see.

In  the  bottom  left corner of each of the three displays is a green light
which  only  ever illuminates on one display at a time.  This light is used
to  show  which  display currently has use of the mouse as an input device,
and  pressing  the  Select  Active Display key (probably T) will switch the
mouse  from one display to the next in a continuous cycle.  For the moment,
make sure that the right Tab`s green light is on.

Now  use  the  Right Tab Function Select key to cycle through the available
displays.  Between the modes available on the right Tab screen, and the one
displayed on the Left Tab screen, you should find all of the following:

1.  Forward Looking Camera

Exactly like the corresponding MFD display, But larger and more useful.

2.  TIALD lmage

TIALD  stands  for  Thermal Imaging And Laser Designation, and this mode is
unique  to  the  Tab  displays.  This is the view from a steerable downward
looking  camera  system  on  the  underside  of  the  aircraft.   It is not
available  when  the  aircraft is on the ground, because the lenses must be
protected  from  debris  thrown  up  by  the  landing  gear.   It  is  also
unavailable when roll or pitch attitudes are extreme.  When the view is not
available a large diagonal cross fills the display.

The  TIALD  system is mainly used from medium altitude to designate targets
for  Laser-Guided  bombs,  and  it  is  described  in detail in the Weapons
Conversion chapter.

3.  Local Map Display

This  works  exactly like the MFD Local Map Display, but is larger and more
useful.  It is not available if the back-seat MFD is already displaying the
Local Map

4.  Scrollable Map

This  mode  is  only available on the Tab displays.  You can distinguish it
from  the  Local  Map because it doesn`t have adotted line down the centre.
It is described in detail below.

5.  PLN (Flightplan) Display

This  mode  is only available on the TaB displays.  It shows a schematic of
the  flightplan  currently  stored in the aircraft`s navigation system, the
location of any target-of opportunity waypoint, and the aircraft`s position
relative  to  these Zoom level and display origin will change automatically
to  keep  all  of these elements on the screen, provided that you don`t fly
off the map.

The  PLN display is described in detail below, in the section covering AFDS
Track mode.

The scrollable Map Display in detail

This  is your most powerful navigational aid.  Like the Local Map, this map
display  rotates  as  the  aircraft  heading changes, so that the aircrafts
direction  of  movement is always straight up the screen.  Unlike the Local
Map,  however  this  display  does  not  scroll  automatically to keep your
current  position  at  a  fixed  point on the screen.  Check that the right
Tab`s  green  Mouse Active light is on and try moving the mouse about.  You
will  see  that  moving  the  mouse  scrolls  the  map  freely  in all four
directions,  out  to the limits of the Training Area.  You can also zoom in
and out by clicking the left and right mouse buttons while holding down the
Control key

There  is  a  numerical  readout in each corner of the display, and working
clockwise  from  top  left these are:  current aircraft heading, Bearing to
the  map  position centred on the screen (marked by the small fixed cross),
range  in  nautical  miles to that position and time in minutes and seconds
required  to  get  there  at  current  speed (provided that the aircraft is
pointing in that general direction)

If you scroll away over the map and lose track of your current position you
can  find  the  aircraft  quickly  by  clicking the left mouse button while
holding  down  the  Alt  key.   This  centres  the  display at your current
position  where  you  will see a small aircraft symbol.  Wait a few seconds
and you will see the symbol move up the screen as it tracks your position.

These features make the Scrollable Map the most useful of all.  However its
most  powerful  feature  is  the  ability  to  set  a Target of Opportunity
waypoint

Setting a Target-of-Opportunity Waypoint

Use the Alt and left click combination to find your aircraft again.  Scroll
the  map  some way ahead of your current position, and find an identifiable
feature.   For  example,  this might be an airfield, a city, a village or a
bridge.   Now  click  the left mouse button on its own.  This will create a
Target  of  Opportunity waypoint at that location.  If you scroll the map a
little  away from the point you selected, you`ll see that it is marked by a
flashing cross.  If you click the RIGHT mouse button while holding down the
Alt  key,  the  map will centre itself on the waypoint again.  Clicking the
RIGHT mouse button on its own cancels the waypoint.

A  waypoint  is  just  a  map  position  stored  by the aircraft navigation
systems.  It may be the position of a target, more often it`s a place where
you  want  to make a course change.  Waypoints which are part of the stored
flightplan are labelled in alphabetical order from A to O, with the letters
X,  Y  and  Z used for planned targets you can see the stored flightplan on
the  Tab PLN display (call it up on the other Tab display if it isn`t there
already).   These waypoints can only be set up in the Mission Planner.  The
waypoint    you`ve    just    placed   is   different;   its   called   the
Target-of-Opportunity waypoint, it`s shown on the PLN display by the tetter
T,  and  obviously you CAN set this one in flight, at any position you like
(provided that it`s within the current map area).

Target-of-Opportunity  (ToO)  waypoints  can  be  used  exactly as the name
implies - to make accurate attacks on unplanned targets with the aid of the
navigation  systems.   You  can  also create ToO waypoints using the Ground
Radar display on the MFD.  We`ll deal with how to make attacks of all kinds
in  the Weapons Conversion chapter, but here we`ll talk about using the ToO
waypoint for navigation.

AFDS Track Mode

So  far we`ve used the AFDS in Attitude/Heading Acquire, Terrain Follow and
Approach  modes.   Track  mode  is  the "smartest" mode of all, and the one
you`ll  use  most  often  operationally.   In  Track mode the aircraft will
automatically  follow the stored flightplan, flying itself from waypoint to
waypoint,  performing attacks (in most delivery modes), adjusting height fo
terrain  follow  or  hold  altitude as laid down in the flightplan.  In the
absence  of  interruptions  from the enemy, the AFDS in Track mode is quite
capable  of  flying  an  entire  strike  mission for itself from just after
take-off to just before touchdown.

Human  intervention  is only required for takeoff, setting autothrottle and
wing sweep, arming and committing weapon release, pulling up if it's a loft
delivery landing and bringing the aircraft to a halt.  Later on, we`ll look
at  the  normal  use  of  Track mode to follow a complete flightplan.  What
we`re  going  to do now is use Track mode to fly the aircraft automatically
to the Target of-Opportunity waypoint, T.

One  of the waypoints shown on the Tab PLN display is highlighted.  This is
the  currently  selected  waypoint,  and  if you engage AFDS Track mode the
aircraft   will   automatically  fly  towards  this  waypoint.   Flightplan
waypoints  are  normally  selected  in  automatic  sequence, though you can
override  this  by hitting the Skip Waypoint key.  The only way to select T
as the current waypoint is to hit the T key.  Do this now, and check to see
that the T on the Track display is highlighted.  Now engage AFDS Track mode
(F7),  and  watch  the  aircraft  turn and flytowards T.  This is literally
point-and-click  navigation,  a  boon  for  the  lazy  the  confused or the
preoccupied!

If  you`ve followed the directions in this tutorial faithfully, you were in
Altitude  /  Heading  Acquire (AHA) mode before you switched to Track mode,
and  you`ll  see  that the hold altitude carries over despite the switch of
mode.  While the AFDS is in Track mode, hitting the TF Engage key (F9) will
toggle  altitude control between AHA mode and Terrain Following.  (provided
that  you`re  flying  an  IDS  Tornado the ADV can`t Terrain Follow) and in
either  mode  you may change the height setting in the normal way by moving
the  Control  Stick  backwards or forwards.  Be careful when switching from
Terrain  Following  to Altitude Hold or you may find yourself flying into a
hill!   You  cannot change the heading manually in Track mode, because this
is automatically defined by the bearing of the selected waypoint.

In  Track  mode the AFDS MFD display shows several new items.  One of these
is the letter identifying the currently-selected waypoint the one which the
system  is  steering  towards.  At the moment it should show T.  When Track
mode  is  engaged  there  will  always  be a TTG (Time To Go) legend on the
display though a figure will not always be shown beside it.  This shows the
time  in minutes and seconds before you reach the selected waypoint at your
current  speed.   It is only displayed when the aircraft is pointing in the
general  direction  of  the  selected  waypoint; if it`s pointed away (e.g.
when  there`s  a large angle to turn through) it`s difficult to calculate a
meaningful Time To-Go figure.

You  should  notice an arrow-shaped symbol beneath the heading strip on the
HUD  this  also shows the bearing to T, the currently-selected waypoint (or
any other waypoint which is selected).  When the Bearing symbol is lined up
with  the  vertical "lubber line" you`re pointing straight at the waypoint,
allowing you to follow a flightplan manually as well as automatically.

The Tab PLN Display

We`ve  already  introduced  you  to most of the uses of this display in the
sections  above,  but  let`s  sum  up  the  details  now  and  complete the
description.    The   PLN  display  shows  all  waypoints  and  the  stored
flightplan, plus your current position (as a small circle).  It will change
scale  and  re  centre  itself  automatically  to keep all this data on the
screen  as  the  aircraft  moves  or  ToO waypoints are created; but if the
aircraft  moves too far outside the current map it will give up the attempt
to  keep  it  on  screen.   The  PLN  display does not rotate and is always
oriented  North-up,  like  the  map in the Mission Planner which is used to
create flightplans.

The  currently  selected waypoint is shown highlighted, and is normally one
of the stored flightplan waypoints.  If you create a ToO waypoint using the
Scrollable  Map,  you can select and highlight it by hitting the T key.  To
deselect  the  ToO  waypoint, use the key combination Control+T, which will
also reselect the previously selected flightplan waypoint.

As  on the Scroltable Map, figures are shown in the four corners of the PLN
display.   Clockwise  from  top  left these are:  current aircraft heading,
bearing of the selected waypoint, range (in nautical miles) to the selected
waypoint and (when appropriate) time to reach it at current speed

Using AFDS Track Mode with stored flightpaths

This  is  the  normal use of Track mode.  Whether it`s supplied ready- made
for a Single Mission, or hand-crafted by yourself using the Mission Planner
software  the stored flightplan consists of a sequence of waypoints and the
legs connecting them.  Flightplan waypoints may also have other information
associated  with them.  This may specify the altitude or Ride Height to fly
at  the  time  at  which  you  plan to pass the waypoint, or the method you
intend  to use to attack a target located there.  We describe the system in
exhaustive  detail  in  the chapter of this manual dedicated to the Mission
Planner.   All  we`re going to do now is demonstrate how to use the AFDS to
follow the flightplan.

From the Simulator Mission Selection Screen, select the Nav Exercise option
and commit.  This will take you to the Mission Planner, where you should be
able  to  see a preset flightplan on the map.  When you know how to use the
Mission Planner you`ll be able to change this to suit yourself, but for the
moment just click on the button marked Take Off, which is on the right hand
side of the screen.

When  you  arrive  in  the cockpit, take off and climb straight ahead to an
altitude  of  at  least  200  feet, not forgetting to raise gear and flaps.
When  you  reach  200  feet, hit F7 to engage Track Mode.  Let the aircraft
accelerate  to  about  420 knots, then cut in the Autothrottle and go to 45
sweep, the normal cruise configuration.  On the MFD AFDS display you should
be  able  to see all the data we've explained above, and one more line will
have become active, titled TEL

TEL (Time Early / Late) Displays

If  you're  taking  part  in a multi aircraft attack, then every aircraft`s
time  of  arrival  and  attack  should be planned to the second in order to
cause  maximum  confusion  and embarassment to the target defences - and to
minimise  the  chances  of  one  aircraft  being  damaged  by  the blast of
another`s  weapons.   On  the  way to and from the target, Tornado IDS will
normally  fly  in  widely spaced tactical formations, and its impossible to
hold your place in the formation by eye.  Absolutely precise timekeeping is
a  necessity  if  the  mission  flightplan is to stand any chance at all of
surviving contact with reality.

When  the  mission  flightplan is created, most of the waypoints are tagged
with  planned  times-of-arrival.   When  the  aircraft  is flying towards a
selected  waypoint  which has a set time-of-arrival, the navigation systems
continuously  calculate  a  predicted  time-of arrival on the basis of your
current  position and speed.  The difference in seconds between the planned
and  predicted  figures is shown as the Time Early / Late.  The TEL line on
the  AFDS display is self explanatory, but the TEL display on the HUD needs
description, though it`s simple once you know how it works.

When the TEL HUD display is active, it appears as a short vertical line and
three  horizontally  spaced dots just below the HUD Airpeed indicator.  The
vertical  line  moves  sideways between the centre position and the outside
dots, left for late and right for early.  If you`re right on time, the line
is below the centre dot:  if it's at the left dot you`re 30 seconds late or
more;  at  the  right  dot  you`re  early  by  30 seconds or more.  Smaller
deflections left or right indicate smaller deviations from the schedule.

While  the TEL displays make really accurate timekeeping much easier you`ll
find  it difficult to achieve this in practice unless you have some idea of
what speed the mission plan required over each leg of the flightplan.  This
subject  is treated in much more detail in the Mission Planner chapter, but
in general you won't go far wrong if you assume that the flightplan expects
a  cruising  speed  of  420  knots,  rising to 500-600 knots for attack and
egress runs.

The  drill  for adjusting your speed to stay on schedule might go something
like this:

1.   Adjust Autothrottle setting for the nominal speed over the current leg
of the flightplan

2.   Wait for the aircraft speed to adjust to the new setting and watch the
TEL  indicator.   If you`re late, adjust the speed upward, if early, reduce
it.   Remember  that  the adjustment won`t act the TL calculation until the
actual aircraft speed has changed.

3.   Keep  an  eye on the figure as well, if possible.  The further you are
from  the  waypoint, the less accurate the TEL fIgure is.  Unless you`re on
an  attack  run,  don`t  bother to adjust small discrepancies until the TTG
figure shows less than a minute to go to the waypoint.

When  the  aircraft  reaches  the currently selected waypoint while in AFDS
Track  mode,  the next waypoint in the flightplan is automatically selected
and  the  aircraft  turns towards it.  If it`s a target, you`ll need to hit
"arm  air-to  ground  weapons".   The AFDS can fly most planned attacks for
itself,  though  you`ll  need  to  fly  loft profiles manually, and weapons
cannot be released unless you hold down the Commit button.  See the Weapons
Conversion  chapter  for more details.  If the aircraft reaches an Approach
Point  within  an  allied ILS beam while under Track mode control, the AFDS
will automatically switch to Approach mode for landing.  If you want to fly
parts  of  the  flightplan  manually  you`ll  have  to advance the selected
waypoint  yourself  at  the end of each leg using the Skip Waypoint command
(see below).

When you reach a waypoint and the aircraft turns onto the next leg, the TEL
displays  will  not  be  active  until  the nose is pointing in the general
direction of the next waypoint.  Don`t adjust your speed during the turn if
you  can  avoid it.  There are two good reasons for this:  a) you can`t see
the  indicator,  and  b)  the  mission  flightplan assumes that even if the
planned  speeds for the two legs are different, you won`t change your speed
until you`ve finished the turn.

It will take some time and practice before you become proficient at keeping
to your timetable, which is why this "Nav.  Exercise" mission exists.  Once
you  are  familiar  with  the  Mission  Planner  you can construct your own
exercises  if  you  wish, starting either from here or from the Free Flight
(from  runway)  option  Until  you  can  fly accurately to schedule, you`re
nothing but a menace on a multi-aircraft mission.

Having  said all this, it`s a foregone conclusion that things will still go
wrong for you, as long as the enemy refuses to cooperate.  So what then?

Desperate Measures:  Skipping Waypoints

Suppose  that  you`re flying an operational mission, you`re on track and on
schedule,  and  then  suddenly  your  Radar Warning Receiver tells you that
there`s  an  unexpected  AAA unit ahead, or an interceptor coming your way?
Either  you  abandon  the  mission  or  you  try to find a way to dodge the
hazard.   If  you  decide  to press on you`re going to have to manoeuvre or
change  your  speed  or  both,  and that will definitely interfere with the
timetable.  Assuming that you do evade the threat, there`s only so much you
can  do  in  the  way  of  speeding  up or slowing down before you run into
problems with stalling speeds, limiting speeds or fuel constraints.

One  of  the  options  open  to you is to cut a corner.  This might run you
straight  into  a  new hazard, but it could be your only chance to make the
target  on  time.  This is why the Skip Waypoint command exists.  It`s very
simple  to use; just move to the back seat, call up the PLN display if it`s
not  already visible, and hit the Skip Waypoint key (probably N) to advance
the  currently selected waypoint to the next in sequence.  You can use this
command  from  the  front  seat  if you wish, but it`s easier to see what`s
going on if you watch the PLN display.

You  can repeat the comand as many times as you like, and cycle all the way
through the list again if you overshoot, but if you leave the AFDS in Track
mode  while  you  do  it, be aware that the aircraft is going to twitch all
over  the  place  in  response  to  the flurry of rapidly changing steering
demands.   Even  more significantly, the altitude authority mode and height
setting  may  change from waypoint to waypoint, possibly running you into a
hill.  To avoid this problem disengage the AFDS and either fly the aircraft
manually  or  re  engage  in  plain TF mode until you`ve selected the right
waypoint.

SETTING UP YOUR OWN APPROACH AND LANDING

If  you`re  following  a properly made flightplan and nothing goes wrong en
route  you  can  arrive at the Approach Point under AFDS Track mode control
flying  in  the right direction to make a straight-in approach.  There will
be  times  though,  when you`ll need to approach from another direction, or
land  at  another  airfield  altogether.   Let`s look at how to do this for
yourself;  now  that  you`ve  been  introduced  to  the  map  displays, the
Target-of-Opportunity waypoint and AFDS Track mode it`s not too hard to do,
or to explain.

The  problem  breaks  down  into two main sections:  1) Finding a runway to
land  on,  and  2)  Setting up to approach it from a sensible direction and
distance,  so that you can use the Instrument Landing System (ILS) and AFDS
Approach  mode if you wish.  If you want to follow this exercise through in
the  Simulator,  select a "Free Flight (start airborne)" mission, but don`t
try  to  set  up  to  land  on  the airfield beneath your starting position
without first flying a good way away from it.

Finding a runway, placing an Approach Point

Finding  a  runway  isn`t  difficult if you use the map displays.  The Full
screen  map,  zoomed well out, is probably the best one to start with.  Use
this  to find an airfield which is neither too close, nor too far away, and
remember  roughly which way it is from your current position (remember, the
map rotates so that your aircraft is always flying straight up the screen).

Now switch to the back cockpit and call up the Scrollable map on one of the
Tab displays.  Use Alt +left click to centre on your current position, zoom
right  out  and  scroll  the map in the right direction to find your target
airfield.  Refer back to the Full screen map if necessary to find your way.
When  you  bring  the  airfield  on screen you will be able to see that the
active runway (the one you want to use) is shown in a contrasting colour.

If  there`s  a  significant  wind blowing, landing in one direction will be
vastly  preferable  to  landing the other way, but we`ll leave this subject
for later.  With the airfield on screen and the Scrollable Map zoomed right
out,  click  the  left mouse button to place waypoint T about 7 or 8 runway
lengths  from  the  airfield,  IN  LINE  WITH  THE  RUNWAY.  You now have a
home-made  approach point.  Hit T to make waypoint T the currently-selected
waypoint, and you can engage Track mode to fly you there.

Why put the Approach Point there?

At  this point we need to remind ourselves of the size and shape of the ILS
coverage,  but  we`ll leave till later the details of how the system works.
As  you  can  see from diagram that the ILS beams cover a spike shaped zone
which is widest and highest at its furthest point from the runway.  This is
about  60000  feet  (10  nautical  miles  or 18 kilometres) from the runway
threshold.   Since  all the active runways you`ll find in Tornado are about
8000  feet long, this means that the big end of the wedge is almost exactly
8 runway-lengths from the middle of the runway That`s why we advised you to
place  waypoint  T  at  that  distance from the runway end.  You`ll have to
enter  the  ILS  zone and point the aircraft in roughly the right direction
before  the  ILS  displays  will  activate  and  AFDS  Approach mode can be
engaged.

You  can  see  from  diagram 88B that the beam is 8000 feet high at extreme
range, and the AFDS will find it easiest to line up for the approach if you
enter  the  beam  near the centre, so set the AFDS for Altitude hold (still
under  Track  mode)  at  about  8000 feet.  The next question, and the most
important,  concerns  how you`re going to line up for the approach when you
reach waypoint T.  This depends entirely upon the angle between the line of
runway   (call  it  the  centreline),  and  the  line  along  which  you`re
approaching waypoint T.

How to line up for your Approach

Diagrams  8.9 A,B and C illustrate a number of situations and possible ways
of  dealing  with  them.   You  can  find  out  which  diagram most closely
resembles  your  real-life  situation  by  looking  at  the  scrollable map
display.   Because  this  display rotates to keep your aircraft pointing up
the  screen,  you  should  be  able  to tell at a glance what sort of angle
you`ll need to turn through in order to line up.

Take  special  note  that  whenever  the  approach is from anything like an
unfavourable  angle we show the aircraft turning the longer rather than the
shorter  way round towards the runway.  Once you`ve acquired experience and
confidence  you  won`t  have to do it this way all the time, but as diagram
8.9D shows, it gives you far more space and time to line up.

As  you  approach waypoint T, call up the Local Map on the MFD, select Base
Origin display (aircraft at the bottom, not in the middle) and look out for
the  letter  T  marking  the  position.   When  you  get  close, cancel the
Autothrottle  and disengage the AFDS, then start your turn.  If you make it
a  tight turn you`ll lose a good deal of speed as well as staying closer to
your  reference  point.  If you think your speed is dropping ominously low,
lower  the  nose  a  few  degrees below the horizon, slacken off the turn a
little,  sweep  the wings forward, put down manoeuvre flap, and if all else
fails, throttle up.

Keep an eye on the outside world and the Local Map so that you know when to
stop  the  turn.   Remember  that  it`s  not  good enough just to point the
aircraft  at  the  airfield; you`ve got to be more or less in line with the
runway.   If  you`re off the centreline, line the aircraft up to cross it a
fair  distance  out (see diagram 8.10).  If you do this even halfway right,
you  should  see  the  HUD  switch  mode  as  you enter ILS coverage.  Your
troubles are almost over!

Almost,  but not quite.  There`s still one potential problem Once you`re in
the  beam  you can engage the AFDS in Approach mode, but if you`re crossing
the  centreline  at  too  great  an  angle  and too high a speed you`ll fly
straight out of the other side of the beam before the AFDS can line Up (see
diagram 8.11 ).  If this happens, the AFDS will turn itsell off and sound a
warning.   It`s  almost  always possible to haul the aircraft back into the
beam  and  recover  the  situation,  but  it`s  better to avoid the problem
altogether  This  is one reason why it`s a good idea to enter the beam at a
fairly  low  speed  -  say  no  more  than  350  knots.  The other and more
significant  way  to avoid the problem is to ensure that the closer you get
to the centreline, the smaller the angle at which you`ll cross it.  This is
illustrated  in  diagram  8.12, and is effectively what you'll be doing all
the  way down the approach once you learn to fly it manually, which is what
we'll be looking at next.

SEMI-AUTOMATIC AND MANUAL LANDINGS

AFDS  Approach  mode  control  is  a  neat  and  useful aid, but any self -
respecting pilot should be able to fly the entire approach and land by hand
with  a minimum of automatic help or (s)he will have no choice but to eject
if  the  AFDS  fails  or  the  airfield  ILS  system  is  bombed  out.  The
sophistication  of  the  Tornado  systems  means  that  there  is  an  easy
intermediate stage between a fully automatic and a fully manual landing.

Semi-automatic Approach:- ILS and Autothrottle

In this type of approach we`ll use the ILS (Instrument Landing System) as a
manual steering cue, and leave speed management to the Autothrottle.  First
let`s  look  at the ILS system in detail.  Your aircraft's ILS displays are
driven  by transmitters and aerials on the ground, pointing up the approach
path.    There  are  effectively  two  fan-shaped  radio  beams;  one  (the
Localiser)  to  tell you whether you are to the left or to the right of the
runway  centreline,  and the other (the Glideslope) to tell you whether you
are  above  or below a steady 3o slope which meets the ground at the runway
threshold.  The coverage of these two beams defines a square wedge with one
side resting on the ground and the point at the runway threshold.  To avoid
your  being misled by weak and possibly distorted signals, there is a sharp
range  cut-off,  so the blunt end of the wedge is flat.  This end defines a
square  "hoop"  in  the sky with 8000 feet (2440 M,) sides.  To exploit the
maximum  range  of the system, you need to enter the beam by flying through
this hoop.  See diagram 8.8A for a full schematic.

In  the  aircraft,  the  localiser  and  glideslope  beams are received and
interpreted  to  drive ILS displays, which are provided in triplicate (HUD,
MFD  and  HSI  displays)  because  in  the worst of weather conditions your
chances  of  landing  safely  without  ILS  assistance  are very slim.  The
easiest  form  of the display to use is the one which automatically appears
on  the  HUD  when you enter ILS coverage with the HUD in standard NAV mode
(i.e  no  weapon  aiming  displays).   On the HUD ILS display, the aircraft
datum  in  the  centre is shown as a cross and a second, larger cross moves
left,  right,  up and down to indicate which way it is to the centre of the
ideal  approach  path.   When  you  are  in  the centre of the path the two
crosses are exactly superimposed.

For  comparison you can call up the MFD ILS display by using the D key (MFD
Function  Select)  to  cycle  through  the possible displays.  Here the ILS
display  shows  fixed dashed crosshairs equivalent to the aircraft datum on
the  HUD  and moving solid crosshairs which correspond to the larger moving
cross.  This display also shows, clockwise from top left; Aircraft Heading,
Bearing  to  the  airfield  (to runway midpoint).  Range to the airfield in
nautical  miles (to runway midpoint) and Time to go in minutes and seconds.
The  two ILS needles on the HSI (Horizontal Situation Indicator) instrument
are minute and hard to read; we only provide them as a last-ditch backup in
case both HUD and MFD are unserviceable for a foul-weather landing.

Leading and Reacting to the ILS display

On  the  face  of  it,  then,  reaching the ideal approach path is simply a
question  of  flying  the  aircraft towards the cross on the HUD.  It`s not
quite that simple there are two other points to bear in mind.  The first is
that  the  ILS  display  is  only telling you where you are relative to the
ideal  approach path - it is NOT telling you if you`re pointed in the right
direction  to stay there.  To stay in the centre of the localiser beam (the
left-right  reference) you need to be pointing in the same direction as the
runway  you`re  approaching.  If you`re landing on runway 09 the aircraft`s
got  to  be on a heading of 090° as well as in the centre of the beam Don`t
make  big,  radical manoeuvres to try to reach the centre of the beam - the
closer you get to it, the smaller your corrections should be.

This  is a highly important point, and one which many people find difficult
to  grasp:  if the ILS display is telling you that the runway centreline is
off  to  the  left  of  your current position, it`s NOT telling you to keep
turning  left  until you reach it.  If you`re approaching runway 09 and the
ILS  shows that the centreline is off to the left, what you should be doing
is  taking  up a heading to the left of 090o (say 080 or 085°), so that you
reach  the centreline before you arrive at the threshold.  In the same way,
if the ILS showed the centreline to the right, you should take up a heading
to  the  right of 090 (say 095 or 100°).  Hold that until the ILS shows you
that  you  are  close  to  the  centreline, and then bring the heading back
towards 090.  If you correct your heading in this way but find that the ILS
is not creeping back towards the centre, only then should you make a bigger
correction.

The  second  point to remember is that the glideslope beam (the up and down
reference)  slopes down.  You cannot track the glideslope centreline unless
the  aircraft  is  descending  steadily.   Just  as  in  lining  up  on the
localiser;  the  closer you get to the centreline, the more slowly you want
to approach it.  We`ll deal with the classical method of using the throttle
to  manage  your  rate of descent when we look at purely manual approaches;
here  we`re going to cheat by using the Autothrottle to hold a steady speed
while you actually fly the approach path using the stick only

Don`t be Hypnotised by the Instruments

As  you  get  closer  to  touchdown  and the runway looms larger you should
transfer your attention from the ILS cues to the outside world.  The ILS is
highly  useful when the runway is distant, but in all except the very worst
visibility  the  last  stages of the approach will be much easier to fly by
eye.   It`ll also be much easier to achieve the shortest possible touchdown
and landing run.

Setting your Approach Speed

So  what  do  we tell the Autothrottle?  If you remember, approach speed is
calculated by taking stalling speed in the current configuration and adding
a  percentage.   Stalling  speed  for  the Tornado depends on 1) Wind Sweep
position, 2) Flap setting and 3) Aircraft weight, so there`s a lot of scope
for  variation.   We  give  a  ready  reckoner  approach speed table in the
Aircrew  Notes, but here`s a simplified version of it predigested for three
different weights:

Recommended Approach Speeds at 25° Wingsweep

           Weight:   Flap Setting:

                    Zero  Man`vre  Mid   Full
           Light     180    172    153   135
           Medium    210    202    183   165
           Heavy     248    240    221   203


Light case:      33000lb / 15000kg - Virtually empty aircraft
Medium case:     45000lb / 20400kg - No external stores" full internal fuel
Heavy case:      60000lb / 27200kg - Near maximum take-off weight

Note  that we only give figures for 25° wingsweep here.  You`d never expect
to  touch  down with the wings in any other sweep position unless the sweep
mechanism  itself jammed - we`ll try that later.  While you can drastically
speed  up the process of approach and landing by coming in at higher speeds
and  decelerating  at  the  last minute, don`t try it until you really know
what you`re doing.

The  medium  weight case is probably the most useful:  set the Autothrottle
to  about  210  knots  to  bring you within flap-limiting speeds, lower the
flaps  all  the  way  and  then set 165-180 knots.  Just be aware that this
won`t  work  if  the aircraft is too heavy.  If you`re carrying more weight
than  this  it  would  normally  be  sensible  to dump some of it using the
External Stores Jettison option before starting the approach.

When  setting the Autothrottle as low as this you must remember that you`re
not far above stalling speed.  If you manoeuvre hard to chase the localiser
needle  or  point  the nose high in the air to climb to the glidepath, your
airspeed may fall to the danger point.

Another  way  of  gauging  the correct approach speed is to watch the Alpha
(Angle  of  Attack)  meter - either the HUD display or the mechanical guage
next  to  it.   If  you`re in the right speed range for an approach at your
current  weight,  the  reading  should generally be somewhere between 8 and
12°.   If  it`s higher than this then you`re too slow, if lower then you`re
too  fast.   Check the Approach & Landing Emergencies section at the end of
the Aircrew Notes for the figures to use in unusual cases.

Semi-automatic Approaches - Summing up

Provided  that  you understand what the ILS display is telling you, and you
can  fly  the aircraft to centre it in the beams ON THE RUNWAY HEADING with
the  Autothrottle  holding  a  sensible  airspeed, you should arrive at the
runway  threshold  in  good  shape for touchdown.  Use the Landing Practice
Setup in the Simulator until you`re confident that you can track the ILS by
hand.
 
There  is  one  further  technique  you may find helpful for making small
corrections  left  or  right  to  track  the  localiser  - using the rudder
controls.   We  havent  said much about the rudder so far, and we won`t say
much  more,  because  in  modern aircraft it`s almost redundant as a manual
control,  and  has  a very limited effect at any but the lowest speeds.  On
the  approach, however it can be useful.  Look up the rudder commands under
Primary Flight Controls in the Control Summary.

MANUAL APPROACHES

Once  you  can  fly  a  semi-automatic  approach as described above, you`ve
mastered  the  art of reading the ILS and acquired a feeling for the art of
correcting  into  the  centre of the beam without overshooting.  There is a
furthur challenge you may wish to take up:  purely manual landings with and
without  the  aid  of the ILS.  If you can do everything we`ve discussed so
far, you should be able to handle this without too much trouble and no self
respecting  pilot  should  ever  be satisfied until (s)he can land with the
absolute  minimum  of  artificial  aids  The  AFDS, the Autothrottle or the
airfield  ILS may be knocked out by battle damage.  You may have to make an
emergency  landing  on  a  airfield, taxi track or a road.  In any of these
cases  you`ve  got  to be able to cope.  If you can`t, you can only eject -
and throw away an extremely valuable aircraft

Manual Approach with ILS

Here we`re talking about flying an approach without using the Autothrottle.
Managing speed at the same time as flying the approach adds considerably to
the  difficulty  and  demands a quite different flight technique.  Normally
you  think  in terms of controlling speed with the throttle and controlling
rate  of  descent  or  climb  by  pointing the nose up or down.  At the low
speeds  involved  in flying an approach.  However, it is actually easier to
reverse  this  convention.   Think in terms of controlling speed by raising
the  nose (to slow down) or lowering the nose (to speed up) and controlling
rate  of  desecent  by  opening  the  throttle  (to descend more slowly) or
closing the throttle (to descend faster)

Obviously  there  will  be  side  the nose will usually reduce your rate of
descent  as  well  as  your airspeed, and so on, but these side effects are
actually  easier  to  deal  with using the reversed convention of airspeed,
pitch  and  rate  of-descent:  thrust.  Let`s give some examples of how the
process works:

1.  Speed correct, but BELOW the glideslope

You  respond by throttling up to raise the engine RPM figure one or two per
cent.   Now  watch  your airspeed.  As soon as this starts rising above the
target  figure,  raise the nose slightly to bring the speed back on target.
The  end  result  is  that  you`re still at the correct approach speed, and
you`re descending more slowly than you were.

2 Speed correct, but ABOVE the glideslope

Throttle  back a little.  As the airspeed drops below the target, lower the
nose a little to recover the speed.

3 ON the glideslope, but speed LOW

Lower  the  nose  slightly, and watch for the speed to start rising.  As it
reaches  the  correct  figure, raise the nose again very slightly.  If this
leaves you below the glideslope refer to example 1.

4 ON the glideslope, but speed HIGH

Raise  the  nose  a little till the speed starts to drop.  Wait till you`re
close  to the target speed and then lower it a fraction to stabilise at the
new  speed.  If this leaves you above the glideslope, deal with the problem
as in example 2.

It`ll  take  a  lot  of  practice  in  the Simulator before you can do this
reliably.   To  make  your  initial  attempts easier, use a higher approach
speed  than  normal  This  will  give  you  more  margin for error.  You`ll
probably  find  that the largest problem is the time lag in engine response
to  throttle  changes,  and aircraft response to the change in thrust.  For
this  reason  it`s  best  to try to avoid large changes of throttle setting
unless  absolutely necessary.  Having said that there`s no way to avoid one
large  throttle  movement:   your  first  action  in  the Simulator Landing
Practice  scenario should normally be to close the throttle completely (and
use  airbrakes)  in  order to lose speed.  As your speed decays towards the
chosen  approach  value  you will need to open the throttle again, but it`s
best to do this in gradual stages, starting well above the approach speed.

Until  you`ve  got  the  feel  of  the  situation  its best to be very very
cautious  and  make  the  smallest possible control inputs.  Line up on the
localiser  (left-right  reference)  first,  and  then  devote  most of your
attention to matching the glideslope by juggling speed and rate-of-descent.
Be  wary  of trying to fly to a fixed rate of descent in feet per second as
shown on the HUD or the VSI; the higher your approach speed, the faster you
must descend to match the fixed 3o glideslope.

This  sort  of  flying takes intense concentration and a thorough practical
understanding  of  how  and why the aircraft responds to the controls.  Its
very hard work.  If you want a break from the grind, try some purely visual
landings  (see  below).  But if you can learn do this.  Be assured that you
could learn to land most aircraft in the real world.

Manual Landings by Eye

Purely  visual landings are actually far easier than manual ILS approaches.
Once  you`ve  got  the  knack.   If you`re going for a straight-in approach
(like  an  ILS approach) you`ll usually find that it`s best to start closer
to  the airfield and higher than usual.  This will improve your view of the
runway,  and  it  will also mean that you can fly most of the approach with
the  throttle  more  or less closed, using brief bursts of power to stretch
your glide.

You  will  probably  also  find  that  it`s  easier  if you fly most of the
approach  a  little  faster than usual, with manoeuvre or mid flap settings
and  the  gear  up.  This means that you can drop the gear and the flaps at
the  last  minute as extra airbrakes, rather than hang about on the edge of
the stall point.  Use the Angle of Attack to judge your approach speed.

If  you`re  really  ambitious,  you  might  try  a standard military curved
circuit approach.  Lining up on the runway from the final 180o turn is more
difficult than in real life because of the restricted and inflexlible views
available  from  the cockpit - something which we can`t do much about until
Virtual Reality style helmet mounted displays become commonplace.

Once  you become accustomed to visual, manual landings you`ll probably find
yourself  doing it this way most of the time.  The ILS is a godsend in poor
visibility,  but  it takes a long time to fly the full distance at approach
speeds.   You can put the aircraft on the ground much faster for yourself -
provided that you can see to do it.

LANDINGS AND WIND DIRECTION

Up  to  now  we`ve  more  or less ignored the influence that wind speed and
direction  has on landing, but in the real world it`s a major safety issue.
The  "Landing  Practice" Simulator exercise gives you still air, which is a
very  rare  situation  in  real  life.  In practice the wind direction will
dictate  your  take  off and landing direction and the length of ground run
required.

The  reason  isn`t  all that hard to understand.  If an aircraft was flying
straight   and   level  at  an  Airspeed  of  150  knots  directly  into  a
hurricane-force  wind  blowing  at  150  knots, it would be hovering over a
point  on  the ground.  The Airspeed Indicator shows your speed through the
air,  which  is itself moving over the ground as the wind blows.  To take a
more  realistic (though still extreme) example, an aircraft flying directly
into a 50-knot wind at an airspeed of 150 knots is actually travelling over
the  ground  at 100 knots.  If that aircraft flew at the same airspeed (150
knots)  in  the  same  direction as the 50-knot wind it would be travelling
over  the ground at 200 knots.  In both cases, the wind speed and direction
make no difference to the flying qualities of the aircraft - its flying the
way  you  would  expect  it to at an airspeed of 150 knots.  The difference
lies in how fast it`s covering ground.

Speed  over  the  ground  makes  at least two important differences when it
comes  to  landing.   The first is in the approach.  If you`re landing into
the  wind,  subtracting  its  speed  from  your own, the approach will take
longer and you`ll need a lower rate of descent than you would in still air.
This may be tedious, but it`s not unsafe.  If you land with the wind behind
you,  adding  its  speed to yours, everything will happen faster and you`ll
need  to  descend faster than usual to stay on the glideslope.  Rushing the
process is clearly not desirable.

The  other (and more important) difference comes when you touch down.  When
your  wheels  hit  the  runway  airspeed ceases to matter (you`re no longer
flying), and groundspeed becomes all-important.  Landing into the wind your
groundspeed  is  lower and your landing run shorter.  Landing downwind your
groundspeed  is  higher  and  your  braking distance increases.  The choice
should be obvious.

Wind  direction  also  matters  for take-off, for similar reasons.  If your
aircraft  standing  on  the runway facing into a 20-knot wind, it need only
accelerate  to  a  groundspeed  of  130 knots before the Airspeed indicator
shows  150  knots  and  you  can rotate to lift off.  If you started with a
20-knot  wind  blowing  past the aircraft from behind, you`d need to roll a
lot further to reach a groundspeed of 170 knots in order to have an airflow
of  150  knots over the wing.  Everything which flies and has a brain takes
off  and  lands  facing INTO wind whenever possible.  If it isn`t possible,
you may be in trouble.

Crosswinds

When  an  airfield is built the designers do their best to line up the main
(or  only) runway with the prevailing wind in the area, so that most of the
time  aircraft  will  be  able  to  take  off  and land directly into wind.
Sometimes,   however,   geography   and  financial  constraints  make  this
impossible; the longest possible runway on the site just has to run in some
other  direction.   The wind is also less than 100% reliable, and will blow
from inconvenient directions at least a part of the time.

You  can`t  usually  suspend  operations  altogether  because the wind isnt
cooperating;  you  just  have  to  make the best of it.  Unless the wind is
blowing  across  the  runway  exactly at right-angles, which it very rarely
does,  you  can always resolve it into a component along the runway (a head
wind  or  tail wind), and a component across it, the crosswind (see diagram
8.21  ).   When  the  time comes to learn about the Mission Planner; you`ll
find  that  there`s  help  available  to analyse the situation and help you
select  sensible  take  off  and  landing  directions.   Here and now we`re
concerned with how to deal with the practical results.

It  shouldn`t  take much reflection to decide that you want to take off and
land with a head-wind rather than a tail wind.  But whatever you do, you`ll
just  have  to live with the crosswind component.  A crosswind component at
take  off will make very little difference to a heavy and powerful aircraft
like  the  Tornado,  but  a stiff crosswind will make a large difference to
your approach.

There`s  a Simulator exercise called "Crosswind Landing Practice" which you
can  try  out.   You`ll  find that in order to fly a straight line down the
centre of the beam you will need to keep the nose pointing a few degrees to
the upwind side of the centreline.  If you point the aircraft straight down
the  beam,  it`ll  be  blown  sideways  by  the  crosswind  component.   Be
especially careful at and after touchdown when flying this sort of approach
-  you  may need to do some brisk steering to avoid veering off the runway.
If  you  can  afford a good long roll after touchdown, you can mitigate the
effects  of  a crosswind by flying a faster approach than usual.  This will
mean that you can point the nose closer to your intended path.  Conversely,
a  slow  approach  with  a  heavy  crosswind  will be very difficult to fly
accurately.

LANDING DAMAGED AIRCRAFT

You  can  practice various emergencies quite easily in the Simulator.  Want
to  try  a  wheels  up  landing?   Simple!   Just leave the gear up.  It is
possible,  but  you  must touch down very lightly.  Lighten the aircraft as
much  as possible, but you a flapless landing, leave the flaps up.  Pretend
that  the  wing  sweep mechanism has failed, and try landing with 45 or 67°
sweep  (check  the  Approach  &  Landing  Emergencies  data  in the Aircrew
Reference  section  first!).  Try a landing with the engines at idle thrust
without touching the throttles.

For  a  real  dead-stick  landing, do a maximum jettison then light up full
reheat  to  burn off the remaining internal fuel.  Keep the aircraft at low
level and that won`t take long.  When the engines flame out, zoom-climb the
aircraft  to turn as much speed as you can spare into altitude.  If you can
find  a runway, well and good - if you can reach it.  If not, it`ll have to
be  a road.  Try to find a stretch without bridges.  Obviously the aircraft
will  glide  furthest  in a shallow dive at 25 sweep, but that`s not saying
much  - no fast jet glides well.  Hold off on the flaps and the gear to the
very last minute unless you have speed or altitude to burn.

There  is  also  a  special-purpose Simulator mission called "Single Engine
Handling"  -  try  it.  If you examine the Control Summary you`ll find that
you can turn off the HUD, the MFD or the back-seat Tab displays.  Flying on
the  panel  instruments  without  the HUD is difficult but possible, and an
excellent way to put some excitement back into the job of landing if you`re
beginning to find it too easy.

On Damaged Runways

Don`t  forget that while you`re off trying to crater the enemy`s runways he
may  visit your home airfield to return the compliment.  Apart from leaving
your  gear  up,  it`s  hard  to  think  of a more humiliating way to end an
otherwise  successful  mission  than  to  land  perfectly  and then run the
aircraft into a hole on the roll out.  Keep your eyes open on the approach,
and  use  the  forward looking camera at night.  If your runway is damaged,
you`ve either got to stop before, land after or swerve around the craters -
or  land  on  another  runway.  If you dont want to divert or you can`t for
lack  of  fuel,  you  must either land on one of the long taxiways or use a
disused  runway  (these  are the ones with white crosses at the threshold).
Provided  that  they  haven't  been  damaged  in the attack, these surfaces
should be perfectly suitable, though respectively narrower and shorter than
the  main  runway,  and  of  course  there`s no ILS.  Watch out for taxying
aircraft  on  the  taxiways and parked aircraft on the disused runways.  In
the Simulator there's nothing to stop you trying a landing like this at any
time  If  you really want to get into the spirit of the thing you might try
attacking  your  own airfield and then landing - it'll give you a whole new
perspective  on JP233 attacks ln the last resort you can always try landing
on a nearby road.

EMERGENCIES

Emergencies  divide into two rough categories; recoverable ones which offer
some  prospect  of saving the aircraft as well as yourself, and those where
you  must abandon the aircraft in order to save your life.  The tricky part
is deciding which kind of emergency you`re facing, and doing so fast enough
to take the appropriate action in time.

Emergencies  include  systems  failures  and loss of control for any reason
We`ve  already dealt with stall recovery, and suggested Simulator exercises
to  practise landing with various equipment failures.  If you make yourself
familiar  with  the controls available you can simulate and try out a great
many system failures, and the exercise can only do you good.

Here  we`ll discuss three topics;jettisoning stores to lighten the aircraft
ejection  and  spin  recovery  drill.  Jettisoning weight will usually mean
aborting  your  mission,  but it will always improve the performance of the
aircraft  if you still have control.  Ejection is always the right response
in  any of the following situations; Engine Fire, permanent loss of control
at  any  altitude,  any  loss of control at low altitude.  The Tornado will
never spin unless the SPILS system is disabled or damaged, but when it does
the recovery technique is highly unconventional.

Jettison Options

There  are  three graduated jettison commands, and three matching lights on
the Front Panel.  In increasing order of severity these are:

Jettison External Tanks only

Releases the drop tanks on your inboard pylons to save weight and drag.  If
the  tanks  are empty then you improve performance and range at the expense
of  losing  re-usable  tanks,  the supply of which is not infinite.  If the
tanks  still contain fuel then the relative performance improvement will be
far  greater,  but  you  will  probably have sacrificed range or endurance.
This  may  prevent  you  from completing your mission, or returning from it
safely,  but  if a Tornado is involved in any kind of close air combat your
chance  of surviving, let alone winning is not good unless you dump as much
weight as possible.

The green Jettison light illuminates to confirm separation

Jettison Tanks and Offensive Stores

This  is  the  option you need if hard-pressed by an enemy fighter in close
combat,  or  in  the  event of engine damage.  It dumps all external stores
except AIM9L air-to-air missiles for self-defence.

The amber and green Jettison lights illuminate to confirm separation.

Jettison All External Stores and Internal Fuel down to 1000 lbs / 450 kg

This  option is intended for use just before landing a damaged aircraft, if
the   situation  demands  it.   All  external  stores  are  dumped  without
exception,  and  all  internal  fuel bar 1000lbs with which to complete the
approach,  leaving  you  with  an aircraft in its lightest possible powered
configuration.

The  red,  amber  and  green Jettison lights will all illuminate to confirm
that the stores are gone and the fuel dumped.

Ejection

Ejection  itself is a very simple action once activated.  The system thinks
for  itself and does its best to maximise your chances of survival right up
to  the point when it opens your parachute for you.  However, it`s still up
to  you  to  decide  when to pull the handle.  You must decide for yourself
whether  a)  the  situation  is  so  dire  that  you  must eject now or you
definitely  won`t survive, b) with the aircraft in its current attitude you
probably  won`t  survive ejection, or C) the aircraft will probably stay in
one  piece,  under  control,  for  long enough to allow you to manoeuvre to
improve your chance to survive or avoid capture

There  are two situations in which ejection is definitely the only way out.
These  are an engine fire, which (for our purposes) will always result in a
catastrophic  explosion  within a few seconds, or a loss of control with no
prospect  of  recovery before the aircraft hits the ground.  If and when an
engine  fire  is  detected the warning system will go off and the condition
will  be flagged on the Warning Panel in the back cockpit.  Loss of control
can occur in many different ways, but you will probably be in no doubt when
it  occurs.   All  that  remains  is to decide whether your chances will be
improved by waiting and normally, they wont.

The  Tornado`s  ejection  seats,  like  those  in  almost all modern combat
aircraft  have  what  is  called a zero / zero capability the zeros are for
altitude  and  airspeed.   In  other words, you can eject from a motionless
aircraft  on  the ground and expect to survive.  The seat contains a rocket
motor  to lift you and throw you far enough away that a) your parachute has
time  to  deploy  before  you hit the ground and b) with any luck you won`t
come  straight  back  down on top of the burning wreckage of your aircraft.
The seat is quite smart, and will do its best to tailor its response to the
situation but there are unavoidable limits to what you can expect.  Because
the  ejection system fires the seats upward from the cockpit, ejecting with
the aircraft inverted is suicidal at low level.

At the other end of the scale, ejection at a high Mach number is also risky
because  of  the  appalling  air blast.  Another hazard is involved because
high  speed  usually  means  high altitude.  The seat mechanism contains an
automatic  opening  device which will normally delay the deployment of your
parachute  till  you have fallen to a survivable altitude (10000-20000 feet
might  be  a  common  setting)  and  decelerated  to a sensible speed.  The
mechanisms  involved  are  simple, robust and highly reliable, but they are
not  immune  to  damage - and they are designed to fail safe.  If possible.
For an automatic parachute opening device, failing safe means deploying the
parachute  sooner  rather  than later (or not at all).  All parachutes open
harder the higher the deployment altitude, and a high-speed opening at high
altitude  may  cause serious injury or death through opening shock (even in
the  normal  case  this  might involve a 20 G jolt), or through the risk of
anoxia and exposure on the way down.

If  time  and the situation allow, the best way to maximise your chances is
to  eject  at  low speed (up to 300 knots, say) at a moderate altitude (say
10000  to  15000  feet).  When all is sad and done, however, there are many
situations  where  ejection  is  the  only option you have left, and if you
don`t pull the handle straight away you won`t get another chance.

SPILS, SPINS AND SPIN RECOVERY

The  Tornado,  like  all modern combat aircraft, has a sophisticated flight
control  system.   In  simple  aircraft  the  pilot`s controls are directly
connected  to  the  control surfaces of the wings and tail, which are moved
either  directly  by  the  pilot`s muscles, or by a servo system which uses
hydraulics  to boost muscle power.  In more sophisticated aircraft like the
Tornado,  the  pilot`s  controls  are not directly connected to the control
surfaces.   Instead, the pilot uses the controls to tell the flight control
system  what he wants the aircraft to do and the flight control system then
decides  for  itself how to move the control surfaces in order to carry out
the pilot`s command.

Without  systems  of  this  sort,  modern  combat aircraft could never have
achieved  their  current  high standard of agility.  They are agile because
they  are  unstable; a small control surface movement can produce a radical
change of attitude, and they have no inherent tendency to fly in a straight
line,  or  even  the  right way up Flying such an unstable aircraft by hand
would  be like walking a tightrope in a high wind; even if you could do it,
the  effort,  concentration  and stress would exhaust you in a few minutes.
When  the  flight  control  system  is  working,  it  constantly senses the
aircraft`s  departures  from  the  commanded  flightpath  and  makes  minor
adjustments  of  the control surfaces to correct them before the pilot even
has time to notice.

Extra  protection  is often built into such a system to enable the pilot to
manoeuvre the aircraft aggressively and confidently right up to the extreme
limits of its performance (as in air combat), while the automatics keep the
G  load  within  the structural limits and monitor the angle of attack.  If
the  aircraft  stalls  despite all their efforts, such systems will then do
all they can to keep the aircraft stable till it regains flying speed.  The
system  which provides this extra safeguard in the Tornado is called SPILS,
standing for Spin Prevention and Incidence Limitation System.

Spinning

Spinning  is  a hazard associated with stalling.  When the airflow over the
wings and the tail breaks down the aircraft is left falling through the air
rather than flying.  If the aircraft is rolling or yawing (changing heading
without   banking)   when   control  is  lost,  a  complex  combination  of
aerodynamic,  inertial  and  gyroscopic forces may arise in which the whole
aircraft  either  rotates constantly round one or more axes (a steady spin)
or  alternates  between  two  unstable positions (an oscillatory spin).  In
this situation normal flight control just doesnt exist, and the aircraft is
falling rapidly out of the sky.

Fast  jets  with  swept wings have the most vicious spin characteristics of
any  aircraft, and some are impossible to recover - all the pilot can do is
eject.   When  it  is  working, the SPILS system in the Tornado detects any
incipient spin problem at the stall point and acts to correct it before the
spin  can  become  established.   Like  any  other  system in the aircraft,
however,  the  SPILS  system  may  be  disabled  by combat damage or random
failure.   If  this happens any stall may develop into a spin - so you need
to know how to recover once the spin has started.

Spin Recovery

The  Tornado`s  spinning characteristics and recovery drill are unusual for
two  reasons; first, it is a swing-wing aircraft and the nature of the spin
changes  with  wing-sweep setting; second, it is unlike most other aircraft
in  that  it  has no aileron control surfaces on the wings, moving the tail
surfaces  differentially instead.  If you are an experienced pilot of other
aircraft types, DON`T ASSUME THAT YOU ALREADY KNOW THE RECOVERY DRILL!

Let`s  set  up  the  problem in the Simulator Select one of the Free Flight
(Airborne)  exercises.   When you arrive in the cockpit, turn off the SPILS
system.   This  should probably be done with the Control+I key combination,
but  check  with  the  Control  Summary  for your machine (Secondary Flight
Controls  section).   Be  careful  when doing this:  just hit the key once,
because  the  control toggles SPlLS on / off and there`s no indicator apart
from  the  one  on  the  wings  right  back  panel  in the back, which only
illuminates  when the system fails due to damage and NOT when you switch it
off   deliberately.   Now  sweep  the  wings  right  back  to  67°"  cancel
Autothrottle  and  go  to  full reheat (Slam Open twice).  Let the aircraft
accelerate  to  high speed on the level, then cancel reheat (just Slam Shut
while  in  reheat).   Leaving  the throttles at Max.  Dry power (100% RPM).
Pull the aircraft up into a near vertical climb and take your hands off the
controls.

The  aircraft will zoom-climb to a high altitude, losing speed rapidly.  At
about  220  knots  IAS  you should see the nose begin to drop in the stall.
Now apply full sideways stick - the direction doesn`t matter.  Suddenly the
aircraft  goes  crazy - the HUD references and the instruments are all over
the  place  and  the  horizon flashes past your nose at short intervals and
strange  angles.   Hit  F1  for  an  external  view and you`ll see that the
aircraft  is  tumbling end over end in all three axes as it falls.  This is
characteristic spinning behaviour when the wings are fully swept.

Now  hit  the  Sweep Forward key twice, to bring the wings to 25 sweep.  As
the  wings  move  forward  you  should see the wild tumble stabilise into a
rapid  rotation.   If  you  move  back to the cockpit you will see that the
horizon  is  now  fairly  stable,  but  the  aircraft  is  twirling  like a
propeller.  In order to recover from the spin you must first identify which
way  the  aircraft  is  rotating.  This one excellent reason why you should
bring  the  wings  to  25 sweep first, because it is extremely difficult to
tell which way you`re going if the aircraft`s in a full blooded tumble.

Having  identified  which way you`re turning:  APPLY AND HOLD FULL BACKWARD
STlCK  AND PRO-SPlN AILERON!  In other words, hold the stick right back and
to  the side you would normally use to bank in the direction you`re already
turning.  This is almost the exact opposite of the spin recovery drill used
in  most  aircraft,  which is classically performed by centering the stick,
pushing  it forward and applying opposite rudder.  This classical procedure
is utterly useless in a spinning Tornado.

Having  applied  full backward stick and pro-spin aileron, you will need to
hold  the  stick in this position for a variable length of time, which will
never  be  less  than a couple of seconds and sometimes a good deal longer.
Meanwhile  watch  the  Altimeter  and  the  Airspeed  Indicator.   Standard
Operating  Procedure in the Tornado is to eject immediately if the aircraft
enters or continues a spin below 20000 (yes, twenty thousand) feet, but you
may  find  that  you are willing to continue recovery procedures below this
height after you have some experience.  The decision is entirely up to you.

In  a  steady  spin the Airspeed Indicator will show a very low figure, far
below  normal  flying  speeds.   One  of  the first signs that the recovery
process  is  working  will be a steady rise of speed.  As the figure climbs
towards  the  normal  ranges  you should also see that the rotation rate is
slowing.    When  it  stops,  the  aircraft  is  under  control  again,  so
immediately  center the stick and (if you can still afford the height loss)
push the nose down to accelerate faster.

Here`s the Spin Recovery Procedure again, in short form:

Once you realise that the aircraft is spinning:

1  Eject  immediately  if  there is insufficient height for a recovery (say
20000  feet),  otherwise  monitor  altitude closely throughout the recovery
process.

2 Command full forward sweep to 25°.

3  As  soon as the direction of rotation is identified, apply and hold full
backward stick and pro spin aileron.

4 First sign of recovery will be a sustained increase in airspeed.

5 When rotation ceases, accelerate to a safe speed as quickly as possible

EXTERNAL VIEWS
--------------

Although  "stepping  outside"  as  you  are  flying  along  is  not exactly
"authentic",  a  different perspective on a problem can often be useful and
let`s  face  it  -  its  fun!   We have included no less than six "external
views"  that  range from the commonplace to the spectacular.  A status line
at the bottom of the screen shows your aircraft speed, altitude etc.

(a) Tracking view

Perhaps  most common of all is the option to "step outside..  your cockpit"
and  watch yourself fly along.  When first selected, you will be positioned
immediately  behind  your aircraft, following at a fixed distance.  If your
prefer, you may use the zoom in and out facility to adjust your perspective
at either normal or fast rate.

When  you`ve  had enough of looking at tailpipes, try the "adjust tracking"
controls.   These allow you to swing your viewpoint around your aircraft in
either  direction, quickly or slowly, to give you a full 360° outside view.
The "reset" option will position you behind the aircraft again and for good
measure  we  have the "toggle lo/hi" feature which puts you level with your
aircraft or slight below it.

It  is  worth  mentioning that when you leave Tracking View, your viewpoint
and  zoom  level  are  stored so that when you next select this option your
viewpoint  appears  just as you left it.  For example, if you wish to watch
an attack from a particular angle say looking back at your aircraft from in
front and below - you can set the viewpoint in advance, fly the attack, and
then switch to Tracking View at the moment of weapon release.

(b) Satellite view

Select  this  option  for a bird`s eye view looking directly down onto your
aircraft.   Select  again  and you`ll get a worm`s eye view looking up from
underneath!   We  do  not  recommend this second option when sitting on the
runway  as all you will get is a close-up of the underside of the fuselage.
The  plan  view  though is very handy when taxiing around the airfield.  We
suggest  that  you zoom out to a reasonable height in order to see ahead of
your aircraft.

(c) Remote view

This  option allows you to hop outside and watch your aircraft from a fixed
position.   The  viewpoint is fixed at the position of your aircraft at the
moment  of  selection,  and turns to follow your aircraft as you manoeuvre.
This  gives  a  superb impression of the true speed of your aircraft and is
great  fun  if  you wish to brush up your radio control techniques but it`s
very easy to get disorientated or lose sight of yourself altogether.....

(d) Drone view

"Drones"  are the numerous computer-controlled aircraft and ground vehicles
moving  around  the  combat area simultaneously to yourself.  By repeatedly
pressing  "drone  view  select"  you may observe their activity and impress
your  friends.  Zoom and track controls are available.  You may also switch
between allied and enemy drones, aircraft or ground vehicles.

(e) Weapon view

What  better  way  to  approach a target than alongside your weapon?  Again
zoom  and  track  adjust is available.  Just prior to impact, air to ground
weapons will switch to a plan view to help assess accuracy of delivery.

(f) Spectator view

Spectator  view  isn`t  strictly a separate view mode - it`s an extra twist
you  can  apply  to any other view mode to achieve cinematic effects.  When
you  select  Spectator view, the viewpoint is "frozen" in space wherever it
happens  to be at that moment (unless it`s already a Spectator view), while
the action carries on.

For  example, you could call up the Tracking view.  Move it around ahead of
the  aircraft  and  zoom  it  out, then select Spectator view and watch the
aircraft  approach  and flash past the stationary viewpoint.  If you select
Spectator  view again as the aircraft passes, the view point will be frozen
at  the  aircraft position again, but this time watching it recede into the
distance.

You  can use the track adjust controls to rotate a Spectator view, and once
you  have  set up the camera angle to your liking, return to the cockpit to
fly  the  aircraft back into shot.  Selecting "restore Spectator view" will
put you back at your chosen spot to watch the effect.

If we tried to describe all the tricks you can play with Spectator view, it
would rate a substantial chapter on its own.  You`ll have to experiment for
yourself and use your own imagination.

WEAPONS CONVERSION
------------------

When a pilot under training has reached the stage where flying the aircraft
to  its  safe  limits  does  not  demand 100% attention, it`s time to start
learning  how  to  fight.   The  RAF  call  this  phase of training Weapons
Conversion.  There are two very different subjects to cover:  ground attack
and  air  combat.   In this chapter we`ll also be looking at how to use the
Tornado`s  radar  in  both  its air and ground modes, and the Radar Warning
Receiver.   In  the  process we`ll be considering a variety of tactical and
operational problems.

AIR-TO-GROUND

The  Tornado  IDS  was  built  to deliver the largest practical load of the
cheapest,  simplest weapons as accurately as possible regardless of weather
and  visibility.  You may well be surprised at how accurately simple "dumb"
bombs  can  be  placed  by  a  smart bombsight.  In addition, three special
grounds  attack  weapons  are  available, two of which are smart.  You will
need  to  understand the nature of each weapon, when and why to use it, and
how to deliver it.  First we`ll look at the list of air to-ground weapons

The Weapons

1000 lb.  General Purpose Bomb (GPB)

A  plain  and  simple  unguided  bomb,  effective against a wide variety of
targets.   Quite  effective  against a hardened target provided you can hit
it,  and the blast and fragments will affect softer targets (most vehicles,
aircraft  etc)  over a fair radius.  GP bombs are the cheapest of all major
ground-attack  munitions, so large stocks are available.  They also allow a
wide  variety  of  delivery  methods,  so  a  good  deal  of flexibility is
available  in trading off accuracy against risk.  Usually delivered four at
a time.

1000 lb.  Retarded Bomb (RET)

These  are  1000  lb.   GP  bombs  fitted  with an alternative tail section
incorporating  a  braking  parachute.   This means that they can be dropped
safely  from much lower altitudes than Gp bombs, since the aircraft is much
further  ahead  of  the  bomb  by  the time it hits the ground (see diagram
10.1).  Minimum dropping height for Retarded Bombs is 100 feet (just enough
time  for  the  fuse to arm), as against 1000 feet for unretarded GP bombs.
Because  the  retarder  hit  is  a cheap and simple fitting for a cheap and
simple bomb, they are usually in good supply.

1000 lb.  Laser Guided Bombs (LGB)

The  original  "smart"  bomb.  This is actually another special kit fitting
for a standard bomb carcase, providing a nose assembly containing the laser
seeker  and  control  surfaces,  and  a  tail with flip-out cruciform wings
giving  it the ability to glide further than a standard bomb.  LGB are used
in  conjunction  with the launching aircraft`s TIALD system.  The navigator
slews  and  zooms  his  camera  view  to place the aiming crosshairs on the
precise point he wants to hit, which is illuminated by the laser designator
in  the TIALD system.  The seeker in the nose of the LGB "sees" the spot of
reflected  laser  light and tilts the bomb`s nose control surfaces to steer
towards  it.   Phenomenal accuracy is possible - missing the target spot by
as much as five feet would be a very poor performance.

This  degree  of accuracy makes laser-guided bombs the ideal weapon against
hardened  installations  or  major  bridges, which must be hit with extreme
precision  to cause more than superficial damage.  The downside is that the
designating  aircraft must fly quite slowly at medium-to-high altitude in a
fairly  straight  line  for  twenty  to thirty seconds in order to keep its
designator  on  the target till the bomb hits, and if there is cloud in the
way  the  laser  couldnt  illuminate  the target even if the TIALD operator
could  see  it.   Laser  guidance kits are not cheap, and therefore not all
that  plentiful,  but  on  the other hand, few weapons are as efficient and
cost-effective; use it properly and every bomb scores a direct hit.

BL755 Cluster Bomb

Looks  like a plain bomb, though less well streamlined is actually a casing
for  many  smaller  bombs  (submunitions).  After dropping, the case splits
open  at  a  preset  height  (set  at  150  feet in Tornado) and ejects the
submunitions in a dense cloud.  If properly delivered, a salvo of four will
devastate  all  but  the  hardest targets in a "footprint" perhaps 100 feet
across  by  300  feet long.  This is the weapon of choice against groups of
vehicles  or  parked  aircraft.   Its  main  drawback  is  that  it must be
delivered from about 200 feet for maximum effect (see diagram 10.2)

JP,233 Dispensers

This  is  the  mother  and father of all runway-attack systems, the Tornado
version  comprising  two  giant  pods weighing a total of nearly five tons!
The pods contain two types of submunition:  60 large (56 lb.) SG.357 runway
penetrators  and 430 small HB.876 "area-denial" mines" both types parachute
retarded.   As  the  aircraft  overflies  the  runway, the submunitions are
continuously  ejected  in  a stream.  When the runway-penetrators reach the
surface,  a  shaped  charge punches a small hole right through the concrete
and a second charge is then fired into the hole, exploding beneath to crack
and  "heave"  the  surface  over as wide an area as possible.  This type of
damage  is  far  more difficult and time- consuming to repair than a simple
crater.   Meanwhile the smaller mines land softly, discard their parachutes
and spring upright, deterring and delaying repair through the deadly danger
they present to men and vehicles.

JP.233  will  make a really impressive mess of any runway if used properly.
Its  main  disadvantage  is  the  fact  that the delivering aircraft has to
overfly  the  target  at  low  level holding a straight course for the four
seconds  needed to dispense the whole load - manoeuvering strews the things
all  over  the  place!   It  is also a Heavy, draggy load for the aircraft,
though the pods jettison automatically when empty.

ALARM (Air Launched Anti-Radiation Missile)

ALARM  is  probably  the most capable and sophisticated missile of its type
currently  in service (the US Tacit Rainbow project had even more ambitious
aims,  but  died the death of a thousand budget cuts).  Like any other anti
radiation  missile  ALARM homes on the transmissions of enemy ground radars
(EWR, search, SAM or AAA radars, for example) in order to destroy them, but
it is far more resourceful than most

ALARM  has many different operating modes, some of which are classified but
we  have implemented two which seem most characteristic and useful.  One is
a  simple  Direct mode, allowing ALARM to be used like any other anti radar
missile.   In  the  other  mode (Indirect) ALARM can be launched at distant
suspected  targets  before you reach them or they see you.  When the target
is reached, the missile will zoom-climb to a point high above it, shut down
its  rocket  motor (if it`s still burning) and deploy a parachute.  It then
loiters  nose  down, descending slowly and scanning the ground beneath.  If
any  hostile  radar is switched on, ALARM jettisons the parachute and falls
on the target like a guided bomb.

Weapon Packages and the Stores Management Display (SMD)

Weapons  for  ground attack are grouped together in "Package".  One package
contains  all  the  weapons intended for one target, which will be released
together  as  a  salvo.   You  might,  for  example, load a package of four
retarded bombs for a planned attack on airfield installations, and a second
package of two BL 755 to attack targets of opportunity.  The maximum number
of weapons in a single package is four, and all must be of the same type if
they werent the bombsight would lose its accuracy because different weapons
have different ballistic properties.

The  content  and  status  of any weapon Packages loaded can be seen on the
Stores  Management  Display  (SMD),  bottom centre in the rear panel, where
each  of  the  top three lines can describe a single package.  Suppose that
the top line reads:

X GPB1000x4 LFT

This specifies from left to right the target, if any, for which the package
is  intended (X).  The type of weapon (GPBl 000), the number in the package
(x4)  and  the  Delivery  Mode selected (LFT).  The Delivery Mode specifies
whether  you  intend  to use manual or automatic release, a laydown or loft
trajectory a laser guided attack.  Some weapons, like JP.233, have only one
delivery  mode  available.   Others,  like GP bombs, offer several options.
When  you  start  your  attack  run and flip the "arm air to ground weapon"
switch.   the  HUD  will  display  different  aiming  cues according to the
delivery  mode selected.  We will explore the various delivery mode options
later, in detail.

Packages are created at the Mission Planning stage, either when you plan an
attack  on  a specific target, or when you use the Payload window to create
packages  to use against Targets of Opportunity.  If you planned attacks on
two  targets (X and Y) in one mission, and then loaded one more package for
opportunity  targets.  When you looked at the SMD the first line would show
the  package  for  target X.  The second line the package for target Y, and
the  third line the Target of Opportunity package, with a dash ("-") on the
left rather than a letter.

The  currently  selected  Package  is shown highlighted.  When you turn the
arming  switch on, this is the package that will be used in the attack, and
the  appropriate line on the SMD will flash continuously.  When the package
is released the Arm status cancels itself, the HUD resets to its normal nav
mode  the  package disappears from the SMD and the next package is selected
and highlighted, ready to be armed.

You  may  override  both the assignment of packages and the delivery modes,
attacking any target with any package, using any delivery mode suitable for
the  weapons  in  the package.  Hitting the K key will select and highlight
the  next  package  down  the  list,  or  skip  from the last to the first.
Hitting  the  L key will cycle through the available delivery modes for the
currently  selected package.  You cannot do either of these things when the
arming  switch  is  on - if you want to change package or delivery mode you
must hit "Cancel Arm" first.

The Delivery Modes

This section provides a brief summary description of the various methods of
placing freefall bombs on the target.  After this familiarisation, we`ll go
through a complete hands-on exercise with each weapon and mode in turn.

Manual (SMD shows MAN)

This  is  a  simple  "point  and shoot" system intended for snap attacks on
targets  of  opportunity.   The  HUD  provides  a bombsight, but aiming and
release are entirely manual.

GP  bombs,  retarded bombs, BL755 and laser guided bombs (unguided) can all
use manual delivery.

Laydown (SMD shows LAY)

Targets for this delivery mode must be entered into the navigation systems,
either at the mission planning stage or "on the fly" using the Ground radar
or  the  Scrollable  Map display.  The HUD shows the bombsight and a marker
over  the  target,  and  the attack run can be flown manually or under AFDS
control.   The  exact  moment of weapon release is automatically calculated
but  the  weapons cannot be released unless one of the crew is holding down
the Commit button.

Strictly  speaking,  a  laydown delivery means releasing the bombs with the
aircraft  flying  straight and level, but the bombsight systems will handle
dive attacks or shallow lofts perfectly well in this mode.

GP  bombs, retarded bombs, BL.755 and laser-guided bombs (unguided) can all
be delivered in Laydown mode

Loft (SMD shows LFT)

Targets  for loft attacks must be known to the nav systems.  As for Laydown
mode.  This type of attack is sometimes also called "toss-bombing", because
the  bombs  are thrown rather than dropped.  The aircraft starts its attack
run  a  good  way  out from the target, and while it is still miles away it
pulls sharply up into a climb.  The bombs are released in the climb and the
aircraft is free to go while the bombs fly on for several miles, rising and
then  falling  onto  the  target  in a trajectory like that of a long-range
artillery  shell.   The  bombsight cues on the HUD are quite different from
the  Manual  or  Laydown  sights,  and the attack profile can only be flown
manually  -  unfortunately the AFDS can`t fly the pull up for you.  Release
is automatic, but only permitted if the Commit button is held down.

BL  755  cluster  bombs  are  too  aerodynamically  "unclean"  to be lofted
accurately  and  lofting  retarded  bombs would make about as much sense as
trying  to  pole  vault  with  a  ball  and chain round your ankle, so Loft
delivery is only available for GP bombs and (unguided) laser guided bombs.

Laser-Guided (SMD shows LGB)

An  LGB  attack  is  run  entirely by the navigator, who must use the TIALD
system  to  aim  the  laser designator at the precise spot he wants to hit.
The  laser guided bombs are normally released in level flight at over 20000
feet,  in  order  to  allow  the TIALD system the widest possible view, and
after  release  they  aim  themselves  at the laser illuminated spot on the
target.   The  aircraft  is  normally  flown  by  the AFDS for this type of
attack,  but  target  designation  and the release of the bombs can only be
performed manually.

Unsurprisingly, this delivery mode can only be used for laser-guided bombs.

WEAPONS TRAINING IN THE SIMULATOR

The  Simulator  provides  the  ideal environment for practicing any kind of
attack.   You  can  start in mid-air, not far from the target, and there is
even  an  "infinite weapons" option which instantly replenishes any package
used.   Select  the Simulator from the Flight options, and look through the
options  on  the Mission Selection Screen until you find the mission titles
with  the  letters  TWCU - for Tornado Weapons Conversion Unit.  Select the
first  of  these,  titled  "IDS - TWCU Freefall Bombs".  Make sure that the
Simulator  Options  switch for infinite Weapons is ON.  Now Commit, and you
will  move  straight  to  the aircraft in flight.  Engage the AFDS in Track
mode  -  you  will find yourself Terrain-Following at a ride height of 1000
feet.

Switch to the back seat and you will see from the Track display on the left
Tab  that  the  aircraft  is approaching the Initial Point for an attack on
target X.  On the SMD you will see that the first package is selected; four
GP bombs for Laydown delivery There are two other packages loaded, one with
two retarded bombs, and one with two BL.755 cluster bombs.  For the moment,
we`re going to attack target X as planned, with the four GP bombs.

Laydown Attack (LAY on SMD)

Laydown  bombing is "traditional" bombing, where the aircraft flies more or
less straight and level over the target to release its bombs.  Lining up on
the  target is the responsibility of the pilot (or the AFDS in Track mode),
but  the  exact  moment  of bomb release is controlled automatically by the
bombsight.  The automatic release will not occur, however, unless the pilot
or navigator permits it by holding down the Commit button.  Laydown bombing
is  potentially very accurate at low level, since most pilots find it quite
easy  to  line  the  aircraft  up  on the target, whereas judging the exact
moment of release by eye is difficult to do consistently.

Wait until the aircraft passes the Initial Point and starts turning towards
X.   The first thing to do is hit the "arm air-to ground" switch, which you
can  do  from  either  seat.   From  the back seat, you`ll see the selected
package  on  the SMD start flashing.  In the front seat you`ll see the Late
Arm Switch cover raised, and the HUD mode will change to show the Bomb Fall
Line, the CCIP (Continuously Computed Impact Point), and the Target Marker,
which may well be partly hidden behind the Bomb Fall Line (see diagram 10,4
to find out which is which).

For  the  moment  the  autopilot has control, but to do this manually, your
first step would be to line up the Bomb Fall Line so that it passes through
the Target Marker.  The upper end of the Bomb Fall Line provides you with a
Safety  Height Cue.  So that the aircraft isn`t damaged by flying debris as
the  bomb  goes  off,  You  can see how this works in diagram 10.5.  If you
can`t  see the Bomb Fall Line at all, you"re far too low - it's disappeared
off  the  bottom edge of the HUD!  The ideal minimum height attack is flown
with  the top of the line right in the centre of the Target Marker, but for
now  you  might  want  to allow the normal training safety margin, with the
Target Marker in the gap below the top of the Bomb Fall Line.

The  CCIP is the other element of the bombsight symbology.  The point where
the  CCIP  line  crosses the Bomb Fall Line is the point where a bomb would
hit if released now.  In Laydown attacks, the release is automatic when the
CCIP reaches the Target Marker, but the symbol serves to show you how close
you are to release.  Shortly before the CCIP reaches the Target Marker, you
must  press  and  hold  the  Commit button to permit the automatic release.
When  release  takes place, the HUD changes back to normal navigation mode,
and the Late Arm Switch flips back down.

If  you  hit  the Weapon View key just after bomb release you`ll be able to
enjoy  a bomb`s eye view of the approaching target, followed by a plan view
at  impact.   It`s a good idea to ensure that the aircraft is in a sensible
autopilot mode before you go sightseeing.

Having  flown  the  attack  under  automatic  pilot in order to see what it
should look like, try it again manually.  You can quit and restart, or turn
the  aircraft  around and come back to X, or you can use the Scrollable Map
to  set  up  a  Target  of  Opportunity waypoint to attack (don`t forget to
select  T).  If you want to make another pass on X, you`ll need to hop into
the  back cockpit and check that waypoint X is still the currently selected
(highlighted)  waypoint.  If it isnt, use the skip to next waypoint, key to
cycle  round  until  it  is.   For each fresh attack you`ll need to hit the
arming  switch  to  arm  the  release  system  and  call  up  the bombsight
symbology.  Because you`ve selected Infinite Weapons, you wont need to make
any  new  selections on the SMD - your GP bombs will be replaced the moment
they`re dropped.

Once  you`re  comfortable  with  the  bombsight,  try  the same attack with
retarded  bombs  and BL.755 cluster bombs.  Just use the K key to highlight
the  right  package,  but  remember that you can`t do this while the arming
switch is ON.

The  main difference you`ll notice is that the Safety Heights for these two
weapons are much lower than for GP bombs.

We  talked  in  Advanced  Flying  Training  about  how  to  set a Target of
Opportunity waypoint using the Scrollable map.  There are two other ways to
set  a  ToO  waypoint, one of which is to use the Ground Radar, which we`ll
look at here.

Designating a Target of Opportunity on the Ground Radar

This can be done from the front or back seat.  Hit the R key to turn on the
radar and show the radar image on the centre MFD.  This is not a pure radar
image but a synthetic composite.  The landscape and fixed objects known, to
the  digital  map  system  are  always shown in dim green shades.  When the
radar  detects an object which is not in the map database it displays it as
a  bright  green  dot.   This  is  especially  useful  for finding vehicles
(including SAM and AAA defences) and trains.  Note that the radar can`t see
through  hills.   In  the dead ground, behind a crest the display will show
you only stored map data.

The  mouse  is used to control a designator cross which can be moved around
the  display  check  that  the MFD`s green Mouse Active light is on, and if
not,  use  the  Tab key to turn it on.  Just as with the Local Map display,
the  radar  display can be zoomed in or out by clicking left or right mouse
buttons with the Ctrl key held down, and targets are designated by clicking
left or cancelled by clicking right.

Remember  that  using the ground radar may draw the attention of the enemy,
if he hasn`t already seen you.  If you select another MFD display while the
radar  is on, there is a warning light on the panel to remind you that your
radar  is  still transmitting.  Always turn the radar off if you don`t need
it.

Manual Delivery (MAN on SMD)

This  is  a  simple  "point-and-shoot"  system intended for snap attacks on
targets  of opportunity when there is no time to designate or the target is
moving.   The  HUD  displays  the Bomb Fall Line and the CCIP (Continuously
Computed  Impact  Point) across it, showing where the bombsight thinks your
bombs  would  go  if  released  at this moment.  No Target Marker is shown,
because  you  haven`t told the navigation systems where the target is.  You
just  fly  the  aircraft  to  place  your  visually  selected target at the
intersection of the two lines, and then press the Commit button to drop the
bombs.  The important difference between the symbology used here and in the
Laydown mode is in the way you interpret the Safety Height cue.  In Laydown
mode  you  compare  the  top of the Bomb Fall Line with the position of the
Target Marker, but in Manual mode there is no target marker, so you compare
the  top  of  the Bomb Fall Line with the position of the CCIP (see diagram
10.6).   At  low  level you can achieve quite reasonable accuracy in Manual
mode, but it`s not exactty precision bombing.

To  change  the  delivery  mode;  go  to the back cockpit and highlight the
package  you  want to use using the K key, then hit the L key repeatedly to
cycle  throught  the delivery mode options for that package until you reach
MAN.   As  with  any weapon delivery mode, you must Arm before you can drop
the package.

Loft Delivery (LFT on SMD)

A  Loft  attack  (you  might  have  heard  this  called toss bombing.) also
requires  that  the  target  position  should  be  known  to the navigation
systems.  A Loft attack comes in two phases; in the first you run in at low
level  and  fairly  high speed starting a good distance (say 10 miles) from
the  target; you line up the Bomb Fall Line with the Target Marker and wait
for  a  'countdown  clock'  on  the  HUD  to count down to zero.  When that
happens,  the  second  phase starts as the HUD changes to display a "rubber
triangle"  steering  cue  and  another countdown clock.  You pull up into a
climb,  trying  to  place  the  cross at the apex of the triangle (the Apex
Marker)  in  the  centre  of the aircraft datum ring.  As you do, the clock
winds down.  When it reaches zero the bombs are released (provided that the
Commit button is down) and you are free to get the aircraft out of the way.
The  bombs fly on, rising to the top of a long arc and then curving down on
or near the target.

In  a  typical Loft attack, an aircraft running in at 550 knots at 200 feet
would start its pull-up about five or six miles from the target and release
its  bombs  just  below  1000 feet, climbing at an angle of just over 20o -
still four or five miles from the target.  The bombs would take about 20-25
seconds  to  reach the target, climbing to 8-9000 feet before they start to
descend.

In  a  Loft attack, the bombs travel a very long way from the release point
with  no  form  of  guidance, so absolute accuracy can`t be guaranteed.  In
practice,  however,  you`ll  be  amazed  at  how much accuracy is possible.
Nonetheless,  Loft  bombing  is not recommended for precision attacks.  The
great  advantage  of  this  form  of  attack  is that the aircraft need not
overfly the target, and may never even come within range of its defences.

Restart  the Simulator "Freefall Bombs" mission, engage AFDS Track mode and
switch  to the back cockpit.  The first package, (four GP bombs) is already
selected  and  the  delivery  mode is shown as LAY.  Hit the L key to cycle
around the delivery options until the display shows LFT.  When the aircraft
turns  to run in on target waypoint X, hit the arming switch.  The HUD will
now  show  the Target Marker, a solid Bomb Fall Line, and a Countdown Clock
slowly  unwinding  anti-clockwise  around the Aircraft Datum.  Use the Bomb
Fall  Line  to line up on the Target Marker, or let the AFDS do it in Track
Mode,  and  whether  manually or under AFDS, set your altitude to about 200
feet  and  your airspeed to about 550 knots.  The Clock is counting down to
the  point  where  you  start  pulling up into a climb in order to loft the
bombs.   This  point,  the Pull up Point, is constantly recalculated on the
basis  of  range  to the target, speed (the faster you`reflying the further
you  can  throw the bomb) and altitude (the higher you are, the furthur the
bomb  will  fly).   The Pull-up Point is determined by the maximum range at
which  your lofted bombs could reach the target if released at your current
height  and  speed  in  a  45° climb.  This is the climb angle at which you
would achieve the theoretical maximum range.

As  the Countdown Clock approaches zero, stand by when the Pull up Point is
reached.   The HUD symbology changes, to show another Countdown Clock and a
"RubberTriangle"  steering cue.  The Clock shows the difference between the
range  to  the  target,  and the distance your bombs would be thrown if you
released  them now.  The steering cue directs you to pull up and steer left
or  right  as  necessary  to stay lined up with the target; the small cross
(the  Apex  Marker)  moves  up  and  down,  left  and right relative to the
Aircraft  Datum,  the  base  line  of  the triangle is fixed and the middle
horizontal  line is drawn halfway between the two, skewing right or left as
the  Apex Marker moves.  The position of the Apex Marker in relation to the
Aircraft  Datum  tells you which way to steer - when you`re pointed exactly
the  right  way,  the Apex Marker is in the exact centre of the ring of the
Aircraft Datum.

Assuming  that  you  are still well lined up on the target, the Apex Marker
will  be  directly  above  the centre of the Aircraft Datum, telling you to
pull  straight  up  If you`ve flown this far under AFDS control, now is the
time  to  cancel it.  Pull back firmly on the stick, and hold it back - the
standard practice is to pull up at about 3.5 G.  As the aircraft pitches up
and  starts  climbing  you will see the Countdown Clock run down rapidly as
your bomb throw distance increases, and the Apex Marker will also move down
closer  to  the  ring  centre.   Both  of  these signs tell you that you`re
getting  closer  to  the  release  point.  You may also see the Apex Marker
deflecting  sideways.   If  it  does, bank towards it to line up again, but
dont  overshoot  on the correction.  When the Clock and the Apex Marker are
indicating  that  you`re nearly at release, hold down the Commit button and
let  the stick come forward to the neutral centre position .  At the moment
of  release the HUD reverts to normal nav mode symbology and the Arm status
cancels  as  for  any  other delivery mode.  Diagram 1O.1O shows a complete
sequence of HUD images for a loft attack, from the start of the run through
to just before release.

Accuracy in a Loft Attack

As  with  any  other  form of attack you must line up exactly on the target
before  release,  but  because the bombs travel so far in a loft attack any
directional  error will result in a miss by a correspondingly large margin.
If  you can see any heading error at all you must correct it before release
or your bombs will be wasted.

The  other  great  factor  in  loft  accuracy is the pitch rate just before
release.   Remember  that  the  bombs  will  be  automatically released the
instant  that  the  throw distance is equal to or greater than the range to
the target.  The bombsight computer repeats its calculations for bomb throw
distance  at  very frequent intervals, but each calculation takes time.  If
you   are   pulling   up  steeply,  the  throw  distances  from  successive
calculations  go  up  by leaps and bounds and the throw distance at release
may  overshoot  the target by hundreds of feet.  Diagram 1O.11A illustrates
this problem, by showing how the predicted bomb trajectory and impact point
change  at  half-second intervals through a pull up.  You should be able to
see  that  accuracy  in  these circumstances is a matter of blind luck.  If
instead  you  let  the  stick  come forward as the release point approaches
diagram  1O-11S, the throw distance still increases as the aircraft climbs.
but it increases in much smaller steps.  The resulting release will stand a
far better chance of being accurate in range.

Recovery and Escape after a Loft Attack

The  moment  the  bombs  are released you`re free to turn the aircraft away
from  the  target  and its defences, and you also want to avoid climbing so
high  that  you`re  exposed  as an easy SAM or AAA target.  While the exact
profile of your escape manoeuvre will vary according to what you plan to do
next, a standard procedure for recovery might go like this;

1 Cancel Reheat

This  reduces  your heat signature, and reduces your chance of attracting a
SAM

2 Roll to 135o, pull hard

You need to turn hard and get the nose down at the same time

3 As the nose passes below the horizon; roll to 90o bank

You`ve  stopped  the  climb, and the nose will continue to drop as you turn
away at the maximum possible rate.

4 As the nose passes 5o pitch down; roll to 60o bank

Pointing  the  nose  at  the  ground at high speed and low level is a risky
business you need to ensure that you can pull out of your dive at a moments
notice

Delivering Laser-Guided Bombs (LGB on SMD)

This must be done using the TIALD system.  TIALD stands for Thermal Imaging
And  Laser  Designation.   Rushed from development into service in time for
the  latter  stages  of  the Gulf War, it provides TV and Imaging Infra-red
cameras  plus  a laser designator mounted together in a swivelling eyeball.
In  its original form this is mounted on an external pod providing services
and attachment points to make the system suitable for fitting to almost any
aircraft  (at  the 1992 Farnborough AirShow it was on display attached to a
prototype  Sukhoi  Su  35!) but it is proposed to make the scanning head an
integral installation on the Tornado GR4.

You can only laser designate what the TIALD head under the aircraft can see
and the higher you are, the further you can see.  We suggest an altitude of
about  23OOO feet.  As with Loft attacks, a long run-in is desirable (say 6
miles or more) but we want a moderate-to-low speed (say 250 knots IAS).  An
LGB  attack  is  executed  entirely  from  the  navigator`s  seat, with the
aircraft under AFDS control.

Select  and  commit  to  the  Simulator  Mission "TWCU - LGB Attack".  This
places  you  in flight at 23000 feet, heading toward a Target Waypoint X on
an  airfield  Having  assured  yourself that the aircraft is heading in the
right direction at the right speed under the AFDS, switch to the back seat.
Looking  at  the  Stores  Management Display you will see that you have one
package  of  three  LGB loaded, with the Delivery mode set to LGB.  Use the
"Right  Tab  Function  Select"  key  to cycle through the right Tab display
options  till  you  see a downward looking camera view (infra-red at night,
visible light in daytime) with boxed crosshairs in the centre.  This is the
TIALD  view.   Check that the green light in the corner of the right Tab is
on,  indicating  that  mouse control is active on that display.  If it isnt
hit the TAB key once or twice until it is on.
 
You  will  now find that moving the mouse scrolls the camera image in the
corresponding  direction,  but  there are limits to the field of view.  The
direction  of  the aircraft`s movement is always up the screen, so that the
image  will  rotate  as the aircraft turns.  Push the mouse forward so that
you  are  looking  at  the  forward edge of the camera`s coverage, which is
where  approaching  targets  will first appear, and sweep the field of view
from  side to side.  The TIALD image can be zoomed by holding down the Ctrl
key and moving the mouse forward or back.  When zooming, the image locks on
the  point  at  the  centre of the display, compensating for the aircraft`s
movement,  unless  the  trailing edge of the camera coverage catches up and
pushes it forward.

Zoom  out as far as possible and move the view forward and backward between
the  leading  and trailing edges of the available area, watching the centre
symbol  of  the  display.  You should see that when the view centre is near
the  forward  edge  of  coverage  (ahead  of the aircraft) the centre cross
symbol  is  surrounded by square brackets, which disappear when the view is
centred  nearer  the trailing edge (behind the aircraft).  While the square
brackets  are  shown,  you  could drop a bomb and continue to designate the
current  centre  spot long enough for the bomb to reach the ground.  If the
square  brackets are absent the spot in the centre of the camera view would
be too far behind the aircraft for you to keep it illuminated till the bomb
hit.

Use a wide zoom to search for some recognisable feature in the forward half
of  the  available  camera  coverage  and then click the left mouse button.
This  locks the view and the laser designator on the point at the centre of
the  image,  and  sets  the Target of Opportunity waypoint T at this point.
Now  zoom  in  closer  While  you  are locked on, you may finely adjust the
designator  spot  by  moving  the  mouse  while holding down the left mouse
button.   It is normally best to do this in several stages, starting with a
wide  zoom,  placing  the  point, zooming in closer and adjusting position,
then closer for a further adjustment until you are satisfied that the laser
spot  is  on  the  precise point you wish to hit.  Clicking the right mouse
button  cancels  the  lock,  letting  the camera view roll forward over the
ground at the aircraft`s speed.

Use  the D key to cycle display options on the centre MFD you`re looking at
the  Local  Map display (with the dotted orientation line down the centre).
Hit the 0 (letter "o") key to switch the map origin (the aircraft position)
from  the  centre of the MFD down to the bottom centre, so that you can see
ahead as far as possible.  As the aircraft approaches Target Waypoint X you
will  be able to see it marked on the map, which will help you locate it in
the TIALD image.

When  the target airfield starts to appear at the leading edge of the TIALD
view  start  zooming  in to find a target -for the moment.  Any target will
do.   Dont  bother  to place the lock precisely for the moment, just set it
somewhere  in  the  general  area of the target.  Hit the arming switch and
release  the  package  immediately  with  the Commit button.  This triggers
immediate  release  of  the  first bomb.  The arming status will not cancel
automatically  until  the  package  is empty.  This allows you to release a
second  and a third bomb manually at intervals of several seconds.  In this
way  you  can either make repeated attacks on one difficult target or guide
each  bomb  in  turn  to  a  different target.  An interval of four seconds
between bombs is a good choice for closely spaced targets.

It  will  be  at  least 20 seconds before the first bomb reaches the ground
from  this  altitude,  and  you can use this time to zoom in and refine the
position of the designator spot.  When you`re satisfied with this, zoom out
a  little  to give yourself a more general view.  When the bomb arrives you
will probably be able to see it flash into view before striking the target.
If  you  don`t  change  anything  a  few seconds later the second bomb will
strike the same spot, followed by the third.

Normally  a "slow ripple" of LGB like this would be used to strike multiple
targets  clustered  in  a  group  a HAS (Hardened Aircraft Shelter) complex
would  be  a  classic  example.  It is simply a matter of shifting the spot
quickly  after  each  bomb strikes.  There are limits to how fast the bombs
can  manueuvre,  so the successive targets cannot be too far apart.  If you
wished to strike widely separated targets, you would need a longer interval
between releases.

Delivering JP.233

Apart  from  the risks you run flying straight and level through the middle
of  an  airfield`s  defences,  the  trickiest  aspect of a JP.233 attack is
ensuring  that  your  attack  run is lined up accurately to put the maximum
number  of  craters in the desired section of runway.  This should normally
be  catered  for  at  the  Mission  Planning  stage, but be aware that very
accurate  flying  will  be  required  to  deliver  the  attack precisely as
planned.

Select  the  Simulator Mission "TWCU - JP.233" and start it up.  You should
be approaching the Initial Point of your attack run on Target Waypoint X at
500  knots,  at  200 feet.  When the aircraft starts its turn to line up on
the  target,  hit  the  arming switch.  You will see a solid Bomb Fall Line
with  no  Safety Height cue, the Target Marker and the CCIP.  As usual, the
idea  is  to lay the Bomb fall Line over the Target Marker - with the added
complication  that  you  must  try  to  ensure that your course towards the
Release  Point  matches  the  direction  of  the  runway under attack.  The
problem  is effectively identical to the problem of lining up for a landing
approach,  and  learning  to  cope with either one of these problems should
mean that you can handle both.

As  the  CCIP  approaches  the  Target Marker, hold down the Commit button.
Release  starts  automatically  and  continues  till  all  submunitions are
dispensed.   Starting  from  the  moment of release, the HUD will display a
Countdown  clock  This  counts  down  through the four seconds necessary to
dispense  the  full  load.   Remember  that  any  radical  turn  will spray
submunitions  in  a wide curve You may notice vibration and noise while the
release continues.

When  all  submunitions  are  gone,  the  HUD  reverts  to nav mode and the
dispenser  pods  are  automatically jettisoned - you may notice the bump as
these go.  Now it`s time to get the hell out of here!  If you ever wanted a
good excuse to fly very, very low and fast you have it now.  No-one but the
enemy will complain.

ALARM Attack

Hard  data  on ALARM is scarce and some of what there is looks deliberately
misleading.   The  most  detailed  documentation  we`ve seen describes four
different   operating  modes,  but  claims  that  there  are  others  still
classified.   We  have  provided for two different modes of operation which
seem  to  us  to  be  among  the  most useful of those claimed for the real
missile, and modified some of the figures quoted

ALARMS  are  loaded  and  managed  in packages like all other ground attack
stores, and Direct (DIR) or Indirect (IND) mode operation is selected using
the normal select delivery mode, key.

Launching ALARM - Direct mode (DIR on SMD)

Direct  mode  provides  for  a  defensive snap shot in response to a sudden
threat  in front of you, the missile taking targetting information from the
Radar  Warning  Receiver.   In  this  mode  ALARM  behaves very much like a
conventional  anti  radiation  missile  such  as the AGM-78 Standard ARM or
AGM-88 HARM

In order to launch an ALARM in this mode you must first select a package of
ALARMs.  Set the delivery mode to DIR, then hit "arm air-to-ground weapon".
The  HUD  symbology  will change to show a Boresight Marker in place of the
aircraft  datum, and the ground radar emitter most directly in front of the
nose  (within  an  angle  of  plus  or  minus  45o)  will  automatically be
designated  as the target.  The standard Ground Target Marker will be shown
on the HUD, and a Range Clock centred on the Boresight Marker will indicate
the  range  to  this  target.   Maximum reading of the Range Clock is 40000
metres (130000 feet or 21.5n.m.).  If there is more than one hostile ground
radar  showing  on  the Radar Warning Receiver (RWR), swinging the aircraft
nose  left  or right will automatically switch the designation to whichever
is most directly in front.

Once the target is designated, hitting the Fire / Commit button will launch
a  single ALARM from the selected package on a direct trajectory.  Provided
that  the  ALARM  package  is  not  empty,  the  arm status will not cancel
automatically on launch.  If you want to disarm in order to select Indirect
mode,  or  another weapon package, you`ll need to do this manually with the
"Cancel  Arm"  key  combination.   When  the package is empty, however, the
arming  status  will  cancel  automatically and the next package on the SMD
will be selected by default.  If there is no ground radar on the RWR within
45°  on  either side of the nose, no target will be designated and you will
not be permitted to launch in Direct mode.

When launched in Direct Mode an ALARM will normally fly a direct trajectory
to  the target, accelerating to about Mach 2 while the motor burns and then
coasting  and  slowing  down.   If  the range is excessive and the missiles
speed  drops  below  a  given  threshold  before it reaches the target, the
missile  will  go into a zoom-climb to convert all its remaining speed into
altitude,  then  deploy  the  parachute  and  scan for a target beneath, as
described below for Indirect mode operation.

Launching ALARM - Indirect mode (IND on SMD)

In order to launch an ALARM in this mode you must first select a package of
ALARMs,  Set  the delivery mode to IND, then hit "arm air-to-ground weapon"
The target will be the currently-selected waypoint, whether from the stored
flightplan  or  a Target-of-Opportunity.  The HUD symbology is identical to
that  provided  in  ALARM Direct mode, showing a Ground Target Marker and a
Range  Clock  with the same calibration, subject to the same condition that
the target must be within 45° of the nose on one side or the other.

Once  the system is armed and a valid target exists, each press of the Fire
/  Commit  button will immediately launch one ALARM at the target.  The Arm
status  will  not automatically cancel while there are still ALARMs left in
the selected package.

After  launch,  each  missile  will  cruise  toward  the  target  at medium
altitude.  Shortly before the target is reached, the missile will execute a
zoom  climb  to  about  10000 feet and deploy its parachute.  It then hangs
nose-down  over  the  target, scanning for hostile radar emission.  When it
finds  one  (or  more)  active radars, it will select the one most directly
beneath,  cut  away  the  parachute and drop on it as a guided bomb.  If no
target  has appeared by the time the missile has descended to 1000 feet, it
will cut away and drop unguided to the ground

If  the missile is fired at a target beyond effective range, and it detects
that  its speed has dropped below a threshold value, it will zoom-climb and
loiter  wherever  it  happens  to  be  at that point.  If a threat radar is
detected beneath, it will attack it as normal.

SAMs and AAA, Tactics for ALARM

Radar  is  used  by  SAM  (Surface-to-Air Missile) launchers, and AAA (Anti
Aircraft  Artillery) vehicles, both to look for targets and to direct fire,
thus  ALARM can be used against either - provided you can persuade or trick
them into switching on.

In Tornado, we assume that only search radars are left permanently on.  SAM
and  AAA  radars  will be switched on quite late as an aircraft approaches.
By  the  time  they appear on your Radar Warning Receiver (RWR) your almost
within maximum range of a SAM.  While your flightplans will, of course, try
to  avoid  known  threats wherever possible, you will inevitably run across
unexpected,  unmapped  threats  from time to time.  It`s always sensible to
assume  that  any  target worth hitting is also worth defending, whether or
not  there  are any known threats in the area.  Defences around the planned
target are an unavoidable risk.

As always, you`ll have to balance risk and reward in deciding how to handle
the  problem.   If  you use Ground radar, the mobile SAM and AAA units will
show  up on it but so will all other types of ground vehicle.  Ground radar
cant  see  through  hills,  so  you`re  still  subject  to  the  occasional
unpleasant  surprise  as  you pass over the crest.  Using Ground radar will
also  make  you  more  conspicuous and easier to find, but if you know that
you`ve  already  been  detected or that help is available, you may consider
that it`s worth the extra risk

When  an  unexpected threat appears on your RWR you`ve got to make a choice
from  among  the  following  options:  avoid it or face it:  shoot at it or
rely  on  defensive  measures such as ECM, manoeuvre, chaff and flares.  If
you  decide to shoot back, ALARM in Direct mode is by far the safest weapon
to  use.  All other available weapons and modes of attack would require you
to  approach  the  target  closely, flying in a more or less straight line.
We`ll  discuss deflection shooting in detail later on, but take it on trust
that  it`s  far  easier  for  a  gun or a missile to hit an approaching (or
receding) target than one which is flying past a good way off to the side.

If you want to use ALARM in Direct mode to shoot your way out of unexpected
trouble, you`d better have it armed and ready so that all you have to do is
hit  the Fire button.  In the time needed to set up a launch from astanding
start  you`d  probably  have  flown straight past the threat, for better or
worse.  See also the section below on ECM (Electronic Counter Measures).

ALARM`s  Indirect  mode  is  designed  for  use  against known or suspected
defences  which  you  can`t  avoid.  They might be the defences around your
planned  target, or the optimum route to or from your target might take you
over  a  defended  area.   A  planned  attack  using Indirect mode might be
organised  somethlng  like  this:  From a sensible stand off range you fire
several  ALARMs  each  targeted  on  a different point in the suspect area.
We`ve  assumed  that  extreme  range  for a launch at sea level is about 10
nautical  miles  (18.5  km)  and  from high altitude about twice that.  The
missiles  will  reach the target area ahead of you, climb and loiter.  They
will  not  attack until a radar activates in response to an aircraft flying
nearby  -  this  could be an aircraft from either side There`s a catch here
which  you  must understand.  We set the loiter altitude for ALARM at 10000
feet  (a quarter of the published figure).  If ALARM sees a target and cuts
away  from  this  altitude, it`ll take about 23 seconds to reach the ground
with  nothing  but  gravity to accelerate it (ignoring air resistance which
would  only make the problem worse).  In that time your aircraft will cover
about  three  miles  at typical speeds, which by coincidence is roughly the
maximum effective range of the SAM systems you`ll encounter.  In Tornado if
you simply fly straight on towards the target, in all probability you`ll be
hit  by  a  SAM coming the other way shortly before your ALARM lands on the
launcher

What  you`ve  got  to  do  is launch your indirect ALARMs, then provoke the
targets  to  switch  on  and activate the loitering missiles while exposing
yourself to the minimum risk.  You`ve got to enter the threat zone in order
to  trigger  the  defences,  but  having  done so you`re free to turn away.
Against  a  heavily defended target it`s still safer than charging straight
in and trying to pick off the defences with ALARMs in Direct mode.

ECM (Electronic Counter Measures)

ECM  represents  a  last line of defence against SAMs and AAA.  It comes in
many  forms,  but  the  one we`re particularly interested in is intended to
degrade  the  enemy`s  radar performance.  If you turn on the Tornado`s ECM
system,  SAM  and AAA units will find it more difficult to obtain a lock on
you,  and  fighter  radars and missiles may also be affected.  This form of
ECM  tries  to  give  the  enemy  a  false  or  unusable  range  reading by
transmitting  carefully timed and shaped false return signals at the threat
radar.

ECM  can  certainly  help  when the enemy is shooting at you, but it is not
guaranteed  100°o effective.  It also suffers from the same drawback as any
other  active system it can attract the attention of sensors which would`nt
notice   you   otherwise.    While  it  destroys  the  precision  of  range
measurements  the added signal strength can actually make it easier to find
your  bearing.   As  with your radar, if you want to stay unobtrusive don`t
leave  it  on  all  the  time.   A light on the panel reminds you when it`s
active.

The  Tornado  IDS  does  not have a built in ECM system - this is loaded as
apod  on  one  of  the  outer  wing  pylons,  balancing the chaff and flare
dispenser  on  the other side.  On the Mission Planner Payload Window these
are  collectively  described  as  "Defensive  Pods".   The  Tornado ADV has
integral  chaff  and  flare  dispensers and internal ECM equipment, so this
does not need to be loaded separately.

Cannon

The  Tornado  IDS  carries  two and the ADV one integral Mauser BK2 cannon.
The  gun  outfit  of  the IDS is intended for use against ground targets as
well as air to air, and HUD symbology is provided for both uses.

Because  the  cannon  can  be used against ground or air targets we`ll deal
with  both  its  applications here in the same section, and describe how to
use the Air Radar mode which is essential for Air to Air combat.

There are in fact three HUD displays associated with the guns:  one for use
against  a  designated  ground target, one for a designated air target, and
one  (the Standby Sight) which is the default when no target of either type
is  designated  or within view.  To use the cannon in either mode, you must
start  by  hitting  the  Arm  Air-to-Alr key combination (Alt+Enter on most
machines),  and  you  may  then  cycle  through  the weapons available with
Air-to-Air  Weapon  Select.   You`ll know when you've selected Guns because
you`ll  see  GUNS x180 in the bottom left corner of the HUD (on the ADV the
Weapon  status panel will also show GUNS illuminated).  In addition, if you
have  no  target currently designated, the Standby Sight will appear on the
HUD.   This  is  highly  distinctive because unlike all other HUD symbology
it`s coloured red.

Guns - Standby Sight

The  Standby  Sight  is a simple "iron" sight, replacing the aircraft datum
symbol in other words, it makes no attempt to show you where your target is
or  predict  its motion; its only function is to show you where your cannon
shells  will  go.  It can be used against any type of target, but only with
the  aid  of  blind luck or genius will you ever score air-to air hits with
this sight from more than a couple of hundred feet away.

It  has  only the virtues of its defects:  it doesn`t require you to switch
on  the  radar  because  it doesn`t use it, and you don`t have to designate
targets for it because it neither knows nor cares what you`re shooting at.

Guns - Air-to-Ground

This  mode  is intended to help you attack Targets of Opportunity typically
groups of unarmoured or lightly-armoured vehicles, parked aircraft or other
grouped soft targets.  In order to use it you must set a ToO waypoint using
the  Scrollable  Map  or  the  Ground  Radar,  and select it as the current
waypoint  You don`t need to have the radar on, but if it is you must ensure
that  its  in  Ground  mode,  not  Air  mode.   Once  these  conditions are
satisfied,  the HUD will show the Air to Ground Guns symbology whenever the
nose is pointed within a reasonable angle of the target.  If you`re pointed
too far off, the Standby Sight will appear.

The Air-to Ground Guns symbology is quite simple and straight forward.  The
normal Ground Target Marker is superimposed on the target, and the aircraft
datum symbol is replaced by the Boresight Marker, which should obviously be
placed over the Target Marker and kept there in order to hit the target.  A
Range  Clock  is shown centred on the Boresight Marker, giving the range to
the  target.   If the clock is showing a complete circle, the range is 2400
metres  (8000  feet)  or more.  The two marks on the lower rim of the clock
indicate  recommended  maximum (1500m / 4900ft) and minimum (900m / 3000ft)
ranges.

Apart  from  the  obvious problem of hitting the target in the first place,
the  main difficulty involved in using the guns to attack ground targets is
due  to  the fact that you have to dive the aircraft at the ground in order
to  do  it.   The  temptation to hang on a few seconds longer and take it a
little  closer  is a strong one, and must be firmly resisted or you`ll wind
up  destroying the target by crashing the aircraft on it.  Quite apart from
other  considerations  this  is not cost- effective.  Keep the dive shallow
and pull out as soon as the range falls below the minimum recommended mark.
Try it in the Simulator and you`ll soon see why we make a point of this.

Strafing practice

You  can practice this kind of attack on almost any Simulator mission.  The
best  way to find suitable targets is to use the Ground Radar.  If you have
enemy  activity  switched  on  (use  the  switches on the Mission Selection
Screen)  then  some of these targets will shoot back at you watch out.  SAM
launchers and AAA units will show up on the Radar Warning Receiver when you
get within range.

Moving  targets  are  obviously  the most challenging, and for our purposes
these  will  either  be  road  convoys or trains.  They will show up on the
Ground  Radar,  but unfortunately the designation system for ground targets
wont track a moving vehicle.  On the other hand, there's nothing to prevent
you from setting a ToO waypoint to help you pick up the target visually.

Attacking  a  convoy  or  a  train  from  the  side is not recommended.  It
involves  deflection shooting with no artificial aids, which is another way
of  saying  that most of the time you`ll miss.  The best way to attack this
sort  of  long  thin target is with a run along its length.  This minimises
the  deflection problem and groups all the targets together, giving you the
best  probability  of  scoring  some  sort of a hit.  Because trucks run on
roads  and trains on tracks you always have two immediately obvious choices
of  attack  run,  and good visual cues for lining up.  For the ideal attack
you  want to come in from behind rather than in front giving you the lowest
possible relative speed and the longest window of opportunity

Having  said  all  this,  experience  suggests  that  if you spend too long
setting  up  the ideal attack you`ll probably find that your targets turn a
corner  and  trundle  off  in  a  new direction just before you come within
range.

AIR-TO-AIR

Air Radar

Whether  you  are  using  guns or missiles in air combat, you will need the
radar  switched  on  in  Air  mode to designate targets.  If you don`t have
radar  switched  on  you  will  have  no  indication  of  target range, and
therefore  no  sighting information.  You can use the guns with the Standby
Sight.   But  you`ll  have  to  estimate  deflections by eye, and you`ll be
unable to use missiles at all.

Turning on the Radar in Air mode is done by hitting Alt R on most machines.
This  will also automatically select the Air radar display on the MFD.  The
display  is  a  plan view of the volume ahead of the aircraft nose, showing
enemy  and  allied  aircraft within range as two different types of symbol.
Short  range  (2n.m./ 3.8km.) and medium-range (10n.m/18.5km.) displays are
available  in  both  IDS  and  ADV  Tornados,  and  the  ADV  also offers a
long-range setting (30n.m./ 55km.).

There are three different ways of designating an aircraft as a target.  One
is  to  use the mouse to point and click on the display.  The second method
is  to  point the aircraft`s nose in the general direction of the enemy and
hit "boresight designate" (Caps Lo on most machines).  This will select and
designate the nearest aircraft in front of you.  The third method is to hit
"next  air  target"  (probably  Alt+Caps  Lo).   If  there is no air target
currently  designated,  this  will work exactly like "boresight designate".
If  there  is  already  a  designated  target  this will designate the next
available  candidate,  so  you can use it to cycle round all targets on the
radar, designating each in turn.

It`s  important  that  you realise and remember that the radar can only see
targets  within  a  wedge-shaped  volume  in front of the aircraft.  If you
designate  a target which then passes out of the radar`s field of view, you
will  lose  lock  If  and  when  you  re-acquire the target, you`ll need to
designate  again.  Boresight designation is the quickest and easiest method
to use in close air combat - just point your nose somewhere near the target
and hit the key.

The  other  thing to remember is that if you can see the target on your air
radar,  he can certainly see you on his Radar Warning Receiver.  The "radar
on  indicator"  on  the  panel  will  help  to remind you that you`re still
transmitting  even if you replace the radar display on the MFD with another
mode.  If you don`t need it, turn it off.

Air to Air Weapon Management

Air to air weapons are armed with the arm air to air weapons key.  The main
difference  between  air-to-air and air-to-ground weapon management is that
you  can  switch between air-to-air weapons without disarming.  This allows
you  to  choose the optimum weapon for the current range and rapidly change
your  mind  as  the  situation changes.  In addition, all air-to-air weapon
modes  stay  armed  after  firing  (like  ALARM  or LGB), provided that you
haven't  run  out of weapons.  The normal "Cancel Arm" key works exactly as
it does in air to ground modes.

Guns - Air-to-Air

In  order  to  use  this  mode:   a)  you  must hit "arm air-to-air weapon"
(probably  Alt+Enter)  and select the guns using "cycle air-to-air weapons"
b) the Radar must be on and in Air to Air mode, c) you must have designated
an aircraft as your target.

When  you`ve designated your target a column of four numbers will appear in
the  lower  right corner of the HUD In order from top to bottom these show:
target  Range  in  nautical  miles;  target  Altitude in thousands of feet;
target  Speed  in  knots  and  target  Heading  in  degrees.  If you want a
mnemonic, think RASH for Range, Altitude, Speed, Heading.  If the target is
within  the  HUD  field  of  view you`ll see the symbology shown in diagram
10.19.   The  aircraft  datum  is  replaced  by  a  medium sized cross (the
boresight symbol), a large Air Target Marker cross will overlay the target,
with  a  concentric  Range  Clock  attached,  and a small cross, the Aiming
Point, will be there as well.

If  the Range Clock is showing a full circle, this means that the target is
at  least 1000 metres (3000 feet) away.  The two marks on the lower half of
the  Clock  correspond to the maximum and minimum recommended ranges, which
are  600 metres (2000 feet) and 400 metres 1300 feet) respectively.  Beyond
the  maximum  range  you`re  very unlikely to score any hits, and if you`re
closer  than  the  minimum  you run the risk of hitting or ingesting debris
from a damaged enemy.

The  Aiming  Point  is  the  only  part  of this display which really needs
explanation.   In  order  to hit a target moving across your field of view,
you  must  allow  for  the distance the target travels between the time you
fire  and  the  time the shot reaches the target.  You have to aim ahead of
the target ("lead" it) in order to have any chance of hitting it, unless it
is  travelling  directly  towards  or  away  from  you.  This is the art of
deflection  shooting.   Given  that you have to aim a shotgun a metre or so
ahead of a pigeon or ask to hit it from a range of twenty metres you should
see  that when shooting at a 500-knot target from a range of 600 metres the
lead  distance  will  be considerable, even though cannon shells travel far
faster than birdshot.

The history of air combat consistently shows that only a tiny proportion of
pilots are capable of accurate deflection shooting without a lead-computing
sight to help them.  Before such sights were available, most gun kills were
made  at  short  range  from almost directly ahead or astern of the target,
thus  effectively  eliminating  the need to estimate deflection.  Even with
sophisticated  modern  gunsights,  there`s  still a lot to be said for this
method.

When  you  designate  a  target,  your  radar  measures  its range, bearing
elevation  and  radial  velocity  (by Doppler effect).  Each measurement is
integrated  with the previous ones to work out speed and precise direction.
The  gunsight  computes  how long it would take your cannon shells to cover
the  intervening  distance,  calculates  how  much  lead  is  necessary and
projects  the  Aiming  Point ahead of the target.  Aim the Boresight at the
Aiming  Point  not  the Target Marker, in order to maximise your chances of
hitting the target.

The  Aiming  Point  is  useful  for  more  than  just  aiming.   Because it
represents  a  prediction of the target`s position some time in the future,
it  shows you his line of flight long before you`re close enough to see the
aircraft  clearly,  and  immediately signals any major course change.  This
information  can  (and must) be used to help you close the range, line up a
tracking shot and react quickly and effectively to counter manoeuvres.

Air to Air Missiles

Both  IDS  and ADV Tornados can (and usually do) carry the AIM9L Sidewinder
missile  for  short-range  air combat.  The Tornado ADV carries as its main
weapon payload the British Aerospace Sky Flash missile, which is for use at
medium  ranges,  in  BVR  (Beyond  Visual  Range) combat.  In the following
sections  we  will  discuss  both  missiles,  how  to  launch them, and the
problems involved in any missile engagement.

AIM9L (Sidewinder) missile

There  can`t  be many of our potential users out there who haven`t heard of
this  one.   The  original of this missile first went into service in 1956,
but  its been upgraded so many times since that while the name is still the
same  and  its  still  a  heat  seeking air-to-air missile, everything else
except  the  body  diameter  has  changed.  Early versions were appallingly
ineffective  and  erratic  in  real  air  combat situations, but this didn`
prevent  the  Soviet  Union  from manufacturing a direct copy, the K13 (aka
"Atoll").   This  copy  was then copied in turn by the People`s Republic of
China  as  the  PL-2.   Both copies were later upgraded but have since been
replaced in front-line service by weapons of indigenous design.

Heat  seeking missiles as a class have a simple low resolution "eye" in the
nose  which  "sees"  infra-red  radiation  rather  than  the  visible light
perceptible  to you or me.  Every warm object gives off an infra-red glow -
this  is  simple  radiated  heat.  If it`s strong enough you can feel it on
your  skin,  even  though  you  cant see it.  A properly designed infra-red
seeker  head  is much more sensitive than this, so that even a poor one can
see a glowing jet exhaust from miles away while the best modern seekers can
see  the  heat  radiation caused by skin friction on a fast moving aircraft
from a similar distance.

Why  look  in  the  infra  red?   When  the  first self-guided weapons were
developed  in  the  forties and fifties, compact electronic control systems
were  primitive  or  non-existent  -  the  control systems of early weapons
tended  to  use  very  simple analog electronics.  Even today with sensors,
computers and software of a power and sophistication then undreamt of, it`s
still  a major challenge to build a system which is capable of looking at a
picture of an everyday scene and recognising even one object reliably, from
any  angle.  What the pioneers needed was a signature of some sort a signal
that was characteristic of the sort of target they wanted to hit and really
stood  out  from  the  background  so  that a simple system could detect it
reliably  and  tell whether it was coming from above, below, left, right or
straight  ahead.  Heat and infra-red radiation offered a promising solution
to  this  problem, since there are few things hotter than the back end of a
jet engine.

A  simple form of heat seeking missile is easy to imagine.  The seeker head
can  see  very  hot  objects from a reasonable distance, and distinguish up
from  down  and left from right.  It takes the hottest object it can see as
its  target.  If the target is to the left, the control system commands the
missile  to  turn  left,  etc.  If its in the centre then the missile flies
straight  on.  With any luck you would have thought it would come somewhere
near its target, if it`s not out of range.

In practice the problem is not that simple.  You have to try to prevent the
missile  from  locking  onto  the Sun, the sun`s reflection, and many other
potential  distractions, without interfering with its ability to detect and
recognise  the  target signature.  You have to provide it with some kind of
proximity fuse so that it knows when to detonate.

The  Sidewinder  is  designed to be small and light enough to be carried as
defensive  armament  by  an  aircraft  which is already heavily loaded with
other  weapons.  This means that it has to be a fairly short-range missile.
The  only  sort  of  propulsion  which makes sense for a small missile is a
small  solid-fuel  rocket  motor  - the alternatives would be prohibitively
expensive,  heavy  and  bulky.  So the Sidewinder spends just a few seconds
accelerating  to  high  speed, and the rest of its short life coasting to a
halt after the motor burns out.

Launching AIM9L

The  following  conditions are necessary to launch an AIM9L:a) you must hit
the "arm air to air" key combination, b) you must use the "cycle air to air
weapon  key  to select AIM9L, c) you must turn on the radar in Air mode and
designate  your  target, d) the missile seeker head must be able to see and
lock on to the designated target.

When  the  target has been designated but the missile seeker cannot see it,
the  HUD  symbology  is as shown in diagram 10.20.  The weapon name and the
number  available  appear in the lower left corner, target Range, Altitude,
Speed  and  Heading  are  shown  in the lower right corner.  The Air Target
Marker  and  Range  Clock  overlay  the target position.  In this mode, the
maximum reading on the Range Clock is 10000 metres (33000 feet).  An Aiming
Point  is  shown just as in Air-to-Air Guns mode, because it gives a useful
visual  indication of the target`s direction of motion, and a missile tired
at  close range may well not be able to hit the target unless it`s launched
with some degree of lead.

The  other  element  of  the  symbology  is the Lock-on Diamond.  Until the
missile  seeker  head  acquires the target, this will rest at the centre of
the  HUD  surrounding  the Boresight Marker.  When the seeker head picks up
the  target  and  locks on, the Lock-on Diamond shifts to the Target Marker
and  tracks  it as shown in diagram 10.21.  Lock-on is also confirmed by an
audible signal, a steady tone.

Active Sky Flash (ADV only)

Sky  Flash  is  a medium-range air-to-air missile derived from the American
AIM  7 Sparrow.  This missile entered service in its original form in 1956,
with  radar  beam  riding guidance.  This meant that the launching aircraft
kept a radar beam locked on the target, and the missile treated this rather
like  an  ILS  beam, automatically steering to reach the centre of the beam
and  stay  there.   This  system  is  still widely used for ground-launched
(especially  anti tank) missiles but it is far from ideal for an air-to-air
missile.

The  next  major version (in service 1958) adopted Semi Active Radar Homing
(SARH).   This  is  a compromise solution used in many air to air missiles.
By  far  the largest, heaviest and most power-hungry part of a radar system
is the transmitter, since this must develop and control very large energies
in order to provide a strong enough signal to give good range and signal to
noise  characteristics.   Fitting  a  really  good radar transmitter into a
sensibly  sized  missile  is  extremely  difficult  today,  and was totally
impossible  in  1958.  A semi Active missile carries a radar receiver only,
to  pick  up  the  signal  transmitted  by  the  big Radar in the launching
aircraft and reflected by the target.

SARH  is  an  enormous  advance  on  beam  riding,  but it`s still far from
perfect.   The  main  disadvantage  is  that  the  launching  aircraft must
continue  towards the target, with its radar on, for the entire flight time
of  the  missile.   If  the  enemy  fires  a  missile  back the result is a
desperate  game  of  'chicken'.  Whose missile will reach the target first?
Will ALL the enemy missiles lose guidance even if the launching aircraft is
destroyed?   In  general, western short range missiles are heat-seeking and
medium or long-range missiles are radar-guided, but the Soviet Union made a
practice  of  developing both radar and heat seeking versions of almost all
its  air-to-air  missiles,  regardless  of  size  and  range  class.   This
obviously increases the uncertainty factor.

The  AIM-7 Sparrow was in its E version by the time of the Vietnam War when
it  was  first  fired  in  anger.   Its  performance was widely regarded as
unsatifactory,  though  some argued that its low success rate was due to it
being used at shorter ranges than it was really intended for.  Over Vietnam
it  was  usually  necessary  to  close  to visual range to be sure that the
target  wasn`t a friendly aircraft, and if you were within visual range you
were  really  too  close for Sparrow to work as designed.  The new spurt of
development  resulting  from  combat  experience  placed  heavy emphasis on
reducing the minimum range requirement.

Development  of Sparrow in the USA continued into the eighties, when it was
supposed  to  be replaced by the AIM-120 AMRAAM, but ten years later AMRAAM
is  still  not in full-scale service and the supposedly obsolescent Sparrow
is still in widespread use.  Meanwhile in the UK a program began in 1969 to
build  the basic AIM 7E2 missile airframe under licence, but to fit it with
an  alternative  seeker  head and fuse more capable than the contempary USA
standard.   The  program  was  considered  to be highly successful, and the
resulting  missile, christened Sky Flash, was first delivered to the RAF in
1979 and also sold to the Swedish Air Force.

Sky  Flash  as  such  is  still  a  semi-active  missile,  but  most of the
development  work  has  been  done  for  a  fully  active  version, roughly
equivalent  to  AMRAAM British Aerospace have been proposing such a version
for  years,  and  its  probably  only  financial  stringency  and  confused
political  decision  making  which  have prevented its production.  We have
accordingly  equipped  our  Tornado ADV with the proposed Active Sky Flash.
At  launch the fire control system supplies an aiming point and information
on  the  target,  and  the  missile  then  steers  towards that point using
inertial  navigation.  At a preset point it turns on its own radar guidance
system  and  uses  that  to  home on the target without assistance from the
launching  aircraft.   Thus it`s a real "fire- and-forget" missile like the
Sidewinder, and the pilot can manoeuvre as he likes after launch.

Launching Sky Flash

To  launch a Sky Flash missile you must hit "arm air-to-air weapon" and use
"cycle  air-to-air  weapon" to select Sky Flash.  This will be shown in the
lower left corner of the HUD, and on the Weapon Status indicator.  A target
must  also  be designated on the Air Radar, using any preferred method, and
to  take  full  advantage  of  Sky  Flash, the radar should be set for long
range.   The  HUD  symbology  is  almost exactly like that provided for the
AIM9L,  except  that  there  is  no  Lock-on Diamond, and the maximum range
reading on the Range Clock is 40000 metres (130000 feet / 21.5 nm)

Missile Ranges

As  we  mentioned  above, most air-to-air missiles (and all of those you`ll
encounter in Tornado) are powered by solid- fuel rockets which provide only
a  few  seconds of thrust.  Thereafter the missile coasts, slowing down due
to  air  resistance,  manoeuvre drag, and the direct or indirect effects of
gravity.   Any  attempt to give a single straight answer when asked about a
missile`s  range  is  bound to fail.  The first uncertainty arises when you
try  to  decide where to draw the line.  Is the missile`s extreme range the
distance  it  can  travel  before it loses all forward momentum, or are you
going  to recognise that there`s a speed below which it cannot manoeuvre or
keep up with a given target?  Among other factors affecting the range are:

Altitude

Drag  is  less  at high altitudes, so the missile reaches a higher speed at
burn-  out, decelerates more slowly and travels further.  Missile ranges at
low  altitudes  tend  to be disapointing, so the manufacturer will normally
quote  the high altitude figure as the brochure range.  In practice, modern
missiles  may  also  be  launched  from  high-flying aircraft at low-flying
targets or vice versa, which further complicates the issue.

Target Speed and Aspect

If a missile is launched head-on at an oncoming enemy aircraft.  The target
and  the  missile  are  travelling  toward  one another at high speed.  The
maximum  launch  range  is  greater  than  it would be against a stationary
target, by the distance the aircraft travels in the missile`s flight time.

On  the  other  hand,  if  a missile is launched at a retreating target the
opposite  is  true.   Maximum  launch  range  against  a receding target is
considerably  less  than  maximum  range against a stationary one, and it`s
easy  to  see that once the missile`s speed has fallen below the target`s a
hit is impossible.

Missile  theoretical  engagement  ranges are frequently shown by means of a
diagram  like  diagram  10.23,  called  an  engagement  envelope, where the
egg-shaped  boundary  defines  maximum  Range  from  any  (flat)  direction
relative  to  the  target`s  own course.  Such diagrams are helpful in that
they  give  you  an  idea  of relative range from different directions, but
remember that the size of the boundary will change radically with altitude.

The  other large assumption implicit in such a diagram is that the enemy is
flying in a straight line at a constant speed throughout the attack.  If he
knows  or  suspects  that  there`s  a missile coming his way this is highly
unlikely behaviour.  If you assume that the target turns at a constant rate
throughout  the  missile`s  flight  you  end up with a distorted engagement
envelope  something  like  the  shape in diagram 10.24, where the target is
assumed to be turning left.  If you draw the matching envolope for a target
turning right, lay it on top of the first and shade in the area they share,
this  represents the area within which you can launch the missile with some
reasonable  hope  that  it  can actually reach the target.  As you can see,
it`s a LOT smaller than the first envelope we looked at - and this is still
an unrealistic, idealised version of the problem.

Suggested Ranges

How  about  some  hard figures?  For Sky Flash, which is normally quoted as
having  a  "range" of 30 miles or so, an RAF Tornado ADV pilot (interviewed
in  an  unclassified video) has quoted launch ranges of 20 miles from ahead
and  5  miles  from  astern.  We assume that these are probably figures for
fairly high altitude, against a target doing a little less than Mach 1.  At
low altitude, these figures might well be halved or worse.

For  the AIM9L, the maximum engagement ranged by the maximum range at which
the infra red seeker can acquire and lock the target, which we have elected
to  set  at  8  nautical  miles  or  so.   As a rough guide, let`s say that
sensible  maximum launch ranges at high altitude might be 5n.m.  from ahead
or 1.5 from astern, or half of these figures at low altitude.

We  may  be doing the makers an injustice here, but if you use these ranges
as  a guide then at least you can be reasonably sure that the missiles will
reach their targets.  Whether they hit them is another question.

Missile Countermeasures:  Flares, Chaff and Manoeuvres

Flares  have been used to decoy heat seeking missiles for almost as long as
they  have  existed.   As we said when discussing the AIM9L, it`s difficult
enough  to  build  a infra red seeker which is immune to accidental natural
distractions  let  alone deliberate ones.  However, modern IR seekers are a
great  deal  more  discriminating than they used to be.  In some cases they
can  distinguish  between a brightly burning flare and an aircraft, or they
may not be fooled for long.

Chaff  -  radar-reflecting  strips  dispensed  in a cloud - has been in use
against search and gunnery radar for even longer than radar-guided missiles
have  existed.  Even though modern systems increasingly have the processing
power necessary to recognise and ignore returns from chaff clouds, they may
take  time  to  reach  a  decision,  and nothing much can be done about the
actual screening effect of the cloud.

Neither  of  these  countermeasures really gives you immunity from missiles
though  they  can  help  a  lot  if  used properly, and in conjunction with
manoeuvre  The  basic  principle  is  that  you must use the decoy when the
missile  is fairly close, so that the aircraft will be out of the missile`s
field  of  view  by  the  time  the decoy has lost its effectiveness.  If a
missile  is  approaching  from  behind,  for  example,  dumping  decoys and
continuing  in  a  straight  line may do you very little good:  the missile
will  pass  them and you will still be in view.  If, on the other hand, you
drop  chaff and flares as the missile approaches and then turn hard or dive
out of the way, you may well be more successful.

Another  idea  to  bear  in  mind  is  turning towards the attack.  This is
recommended as a standard defensive move against a human fighter pilot, but
it  may  also  have  applications  to  missile evasion at close range.  The
attractive  point  about it in either case is that it speeds up the rate at
which  you  cross  the  enemys field of view - just what you need against a
temporarily-decoyed  missile.   The  ultimate  form of this manoeuvre would
take  you  behind the missile before the decoy lost its usefulness, and the
seeker head will never see you there.

All of this advice is totally useless, however, unless you know or strongly
suspect  that there`s a missile on the way, and don`t forget that the enemy
will also be using all these tricks against you and your missiles.

The Radar Warning Receiver (RWR)

Strictly  speaking,  a  Radar  Warning Receiver "listens" for hostile radar
signals  using  a  system  of antennae distributed all around the aircraft,
identifies  the  type  of  radar  and the threat it presents, and shows the
result  on  a  plan  view  display.   This will tell you, for example, that
there`s  an  enemy  fighter  behind and to your right pointing its radar in
your direction, and there`s a SAM launcher looking at you from the left.

The RWR we`ve provided on the Tornado`s front panel will do these things of
course,  but  it  has  a significant extra capability.  One of the features
proposed  for  the Tornado GR4 is a Missile Approach Warning System (MAWS).
Such  systems  (like the RWR itself) tend to be very highly classified, but
there are several possible ways in which it might work, including detecting
the  sudden  infra-red  flare  of  a  missile  launching  and  the use of a
short-range  omni directional radar with very high resolution to detect the
missiles themselves

Such  a  system  would  aim to warn you of an approaching missile, show you
which  direction it was coming from, and possibly even discriminate between
heat-seeking and radar-guided missiles.  We`ve assumed that all this can be
done,  and  incorporated  the result into the Radar Warning Receive display
which  thus  becomes  something  more  like  a "Threat Display" in American
terminology.

The display itself shows a "clock-face" of bearing markers on the left, and
a  column  of  text "discretes" down the right hand side.  When a threat is
detected,  a symbol with a characteristic shape is placed on the clock face
at  the  appropriate  relative  bearing, and the matching text on the right
will  be  lit up Every time a new threat is detected, there will also be an
audio warning which sounds rather like a telephone ringing.  It`s important
to  realise that the top of the clock face display represents the direction
in  which  your  aircrafts  nose is currently pointing, so that a threat on
your right will be shown at 3 o`clock whichever way you`re heading.

Symbols  for  radars will be shown in green, and on the PC version at least
missile symbols are shown in two different colours; orange for radar guided
missiles  and  red  for  infra-red  (or  visually-guided  SAMS).  Check the
Technical  Supplement  to  see  how  missiles  are  distinguished  on other
machines.

                 Radar Warning Receiver Symbology

       *                          ***
      ***   green    AAA UNIT     * *  green  AIRCRAFT RADAR
      * *                         ***

       *                           *
       *    green  SAM LAUNCHER   *** orange  INCOMING RADAR GUIDED MISSILE
      * *                          *

  *                                *
 * *   green EARLY WARNING RADAR  *** red  INCOMING HEAT SEEKING MISSILE
  *                                *

Air to air Tactics

As  a  pilot,  your  attitude  to  air  combat should be entirely different
depending  upon  the  Tornado variant you`re flying.  Air combat is the ADV
pilots  primary  mission, though there will be times when it`s only prudent
to  avoid it, and in an aircraft like the Tornado it`s especially important
to choose your targets tactics carefully.  If an IDS pilot becomes involved
in  air  combat  it  usually  means  a  stark choice between abandoning the
primary  mission  or  losing  the  fight.   The  Tornado  is  NOT the ideal
dogfighting  aeroplane  at  the best of times, and an IDS pilot who becomes
involved  in  air  combat without jettisoning ground attack weapons is at a
huge disadvantage.

We'll look at the ADV pilot`s particular tasks and problems before going on
to look at air combat in general, as it applies to both variants.

Interception

The  really  important  differences  between  ADV and IDS are the ADVs more
powerful air radar and the ability to carry Sky Flash medium-range missiles
The  ADV  is  described  as  an  interceptor rather than an air superiority
fighter  Its  design  role is to loiter on patrol for long periods, waiting
for  enemy  bombers  to approach, sprint to the best position for an attack
and  use  Sky  Flash  to  kill  from as far away as possible, as quickly as
possible,  with  the  minimum  of risk if the bombers are escorted then the
tactical   problem   is  much  more  difficult,  but  if  your  mission  is
interception  it  is  vital  to  remember  that you are there to knock down
bombers.   Defeating  the  escort  comes nowhere in your fist of priorities
unless you can`t get a shot at the bombers any other way.

Escort

This sort of role was not among the highest priorities in the design of the
ADV  but  in  many  ways  it`s  well suited to the task.  Using fighters to
escourt  strike  missions  is  an American rather than an RAF practice, but
let`s  keep  an  open  mind  and  be  prepared  to give it a try.  The full
American   concept  involves  a  "strike  package"  consisting  of  several
different  aircraft  types tasked with suppressing ground defences, jamming
and  air escort as well as the aircraft carrying the ground attack weapons.
It`s  a  huge noisy collection of aircraft which cannot hope to conceal its
existence  or location altogether, so it must be strong enough to fight off
any likely enemy reaction.

The classic RAF concept for employing Tornados is to depend entirely on the
aircraft`s  terrain  following  ability  to postpone or totally avoid radar
detection   until  it`s  too  late  for  the  enemy  to  react  by  sending
interceptors.   The  RAF  has  no  direct  equivalent  of  the USAF`s "Wild
Weasels"  (aircraft exclusively equipped and tasked for defence-suppression
work), but the Tornado IDS is already quite well suited for this, and ALARM
gives  it  a good capability.  The demand or defence suppression is already
less  than  for the "strike package in any case" since the route is planned
to  avoid  known  threats  and  the  formation is a smaller, lower and more
difficult target.

If you do get involved in escorting a strike mission there are many ways to
deploy  an  escort.   One way to use Tornado ADVs to protect a force of IDS
might  be  to  arrange  for  the escort to trail the strike formation a few
miles back at low level, relying on the defence-suppression capabilities of
the  leading  IDS  to  clear a path where necessary.  Though the ADV has no
terrain following capability, and the pilot must work a lot harder in order
to fly low safely, it shares with the IDS all the other features which make
the  aircraft  relatively  easy  and  pleasant  to fly at low level, and it
certainly  has  the  endurance  to  stay  with the formation all the way if
necessary.

The  all Tornado strike package is an intriguing concept.  Don`t dismiss it
just  because the RAF doesn`t do it that way at the moment.  Every airforce
evolves  and  uses  a standard set of operating doctrines in peacetime, but
the  well led ones are prepared to experiment if combat experience suggests
that  there  might  be  better  ways  of  doing things.  Be prepared to try
anything once, and if it works, use it.

Air Superiority

The Air Superiority mission is to drive the enemy`s fighters out of the sky
by  engaging  them directly.  This is the air combat task for which the ADV
is  least  well  suited.   It`s optimised for long endurance and long range
missile  engagements  rather  than  seeking  out  the  enemy`s fighters and
shooting them down.  If possible, you should never use the ADV this way but
instead  rely  on  allied  air  superiority  fighters to attack the enemy`s
fighter forces directly

But all is not lost...

We`ve  laid  stress  on  the  fact  that  a Tornado is not the world`s best
dogfighting  aircraft because you`re in for unpleasant surprises if you try
to  use it like an F- 16.  Having said that, don`t get the idea that you`re
just  a  helpless  flying  target.   A  Tornado  pilot goes into air combat
knowing  very  well  that  if  he tries to rely on brute force and superior
aerodynamics  he`ll  lose the fight against any halfway competent opponent.
In  order  to  win he`s got to work out his tactics advance and know how to
make  the  best  of  his  aircraft`s  qualities.   This  can  be a decisive
advantage  against an opponent who`s grown complacent because he knows he`s
flying  one  of  the  world`s  hottest  fighters, as many mock combats have
shown.

Close Air Combat

There`s  no  rigid set of commandments which will guarantee victory or even
avoid  defeat.   All  we  can  give  you  are  suggestions,  some  of which
contradict  one another, but all of them contain at least a grain of truth.
Some  of  them  are  intended purely for simulator pilots, and would be bad
practice in the real world.

Either fight to win or run away

If  you`re  totally  preoccupied  with  defending yourself, you`ll miss the
opportunity  to  attack.   If  you  miss the opportunity to attack, you can
never  gain  the initiative If you can`t gain the initiative, you can never
win the fight.

Keep your eye on the target

Especially  if  you`re  flying a simulator like this one rather than a real
aircraft Your view is unavoidably restricted, and if you once lose sight of
the enemy it`ll be difficult to find him again.  If possible, hold him in a
position on the screen where he can`t quickly slip out of sight.

If  the  enemy is there but you can`t see him, don`t fly straight and level
while you`re looking.

Don`t give your opponent an easy target.  Manoeuvering will also sweep your
visual  and  radar  fields of view about, giving you a far better chance of
finding your opponent.  Don`t forget to consult your RWR.

If in doubt, do something radical - anything!

This  is  related  to  the previous point.  If whatever you`re doing at the
moment  isn`t  working  and  you  have no better ideas, a sudden unexpected
manoeuvre  will  at  least  change  the  situation,  and  may  gain you the
advantage of surprise Just be ready to seize any opportunity that may occur
be less surprised than the enemy.

A two-dimensional fight is a brute-force fight - you'll lose it!

The  classic  public conception of air combat pictures two aircraft chasing
around  and  around in a flat circle while one aircraft tries to get on the
tail  of  the  other.  This is a bad idea on two grounds.  First, a Tornado
will  eventually  lose  this  sort  of  "winding  match"  against  any  air
superiority  fighter.   Second,  it  shows a desperate lack of imagination.
Use  the  third  dimension,  Luke...   If  you can give the enemy a complex
problem  to  solve,  it`s  surely  better  than  giving  him  a simple one.
Remember  the  variants  we  suggested on the basic looping manoeuvre?  Try
them out.

Use your roll rate

The Tornado has a fairly small wing area compared with most air-superiority
fighters  -  this  is  part of the reason why it can fly fast at low level.
While  this means that the turn performance suffers, it also confers a very
fast roll rate up to 180° per second.  In this respect the Tornado is equal
or  superior to most fighters.  Use the advantage to change your flightpath
quickly.

If you`ve got to fight at close quarters, do it at low level..

At  low  level  you`re  probably  faster  than the enemy and the Tornado is
performing at its best.  At high level, the advantages are all on his side

Think Energy Conservation

Yes,  that`s  right;  energy conservation.  This is the core concept of the
theory  of  air combat currently taught to most fighter pilots.  The energy
we`re  talking  about  is  the kinetic energy of the aircraft - speed times
weight, which can be converted into altitude by pointing the nose up - plus
its  potential  energy;  altitude  which  can  be  converted  into speed by
pointing the nose down.  Drag is constantly draining energy from the system
and  the  thrust  from  your engines is replacing at least some of it.  The
biggest  drain  of  all  is manoeuvre drag, which gets worse the harder you
pull.   You  can  see  speed bleed off in a hard turn - even at full Combat
Power.   Try  to  minimise  this loss if you can by not turning harder than
you`re  forced  to.   If  you  run out of airspeed and altitude at the same
time,  you`re in deep trouble.  If you`re bleeding energy and can`t recover
it,  you  might  do  better to try to break off and run away while you can;
you`re about to run out of options.

Don't overshoot your target from behind

If you do, you`re giving him a very easy shot.

If the enemy is close behind, try to make him overshoot

See the above.

A  slow-moving  aircraft  has  a  smaller turning circle than a fast moving
one..

This  is  one  excellent  reason  why  air  combat  normally takes place at
moderate  speeds  (say  400 - 500 knots).  Simplifying slightly, we can say
that  turning  performance  is  described by two factors.  One is speed, as
described.   The other is RATE of turn; how many degrees the aircraft turns
per  second,  which is mainly governed by how much G is pulled in the turn.
If  you experiment, you`ll find that the Tornado`s maximum 7.5 G just isn`t
available  below  a  speed  somewhere  in  the region of 400 knots.  Flying
faster  than  this doesnt give you any greater G capability, because it`s a
structural  limit of the aircraft.  If you fly faster, all that will happen
is that your turning circle becomes larger.

At  the  minimum  speed  which allows you to pull 7.5 G the aircraft`s turn
rate  is  at its maximum and its turning circle is at its smallest for that
rate.   This  is  called the Corner Speed, and it`s good practice to try to
stay somewhere near this speed for combat manoeuvering.  Unfortunately, the
Tornado`s engines are not powerful enough to make up for the manoeuvre drag
at 7.5 G, so maximum turn performance is only available in a diving turn.

The other side of this particular coin is that a aircraft with a moderate G
limit  flying slowly can sometimes out-turn an aircraft with a high G limit
flying faster.

AIRCREW NOTES
-------------

COCKPIT LAYOUT

Pilots Seat

Views available

This is the view looking forward from the pilot`s position (front cockpit).
The  lower  portion  of  the screen is occupied by the instrument panel and
above  this you are looking through the canopy to the outside world.  Panel
illumination  self-adjusts  with  time  of  day  and  red  or green cockpit
lighting is selectable (see "Preferences" described in "Options" in chapter
2).

Mounted  centrally above the instrument panel is the Head Up Display (HUD),
described in detail later Clarity / contrast of the symbology is adjustable
by  the  pilot.   Return  to this view from any other by pressing the Front
Cockpit key.

Pressing  the  Front  Cockpit  key  when  already in the front cockpit will
select  the  "forward  and  up"  view.   The  upper  portion  of the canopy
framework will be visible

This  is  the  view  looking  left  from  the pilot`s position, selected by
pressing  the  Look Left key.  Releasing the key will return to the forward
view.   If  you  wish to continue looking left, either hold down the key or
press  Shift  and  Look  Left  to  lock  the  view.   There  are no cockpit
instruments on this side view

This  is  the  view  looking  right  from the pilot`s position, selected by
pressing  the Look Right key.  Releasing the key will return to the forward
view.   If  you wish to continue looking right, either hold down the key or
press  Shift  and  Look  Right  to  lock  the  view.   There are no cockpit
instruments on this side view.


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PILOTS INSTRUMENT PANEL

Key
 
 1 Reverse thrust indicators
 2 Attention getter
 3 Autopilot engaged indicator
 4 Autothrottle engaged indicator
 5 Wheel brakes
 6 Landing gear position indicator
 7 Radar altimeter
 8 "B" risk indicator
 9 Vertical speed indicator
10 Indicated airspeed/ Mach number
11 Secondary control surfaces position indicator
12 Altimeter
13 Jettison all external stores + internal fuel
14 Jettison all external stores except AIM9L
15 Jettison external fuel tanks
16 Angle of attack indicator
17 E-Scope (IDS) or weapon status (ADV)
18 Horizontal situation indicator (HSI)
19 Attitude direction indicator (ADI) . 
20 Head up display (HUD) 
21 Late arm switch 
22 Head up display control panel 
23 Multi-function display (MFD) 
24 Mouse active indicator 
25 Radar "on" indicator
26 ECM "on" indicator
27 Radar warning receiver
28 Engine r.p m. indicators (left & right)
29 Engine temperature indicators (left & right)
30 Approach progress indicator
31 Reheat operating lights
32 G meter
33 Fuel flow indicator 
34 Fuel quantity indicator 
35 Standby compass 
36 Oxygen flow indicator 

Reverse thrust indicators 

Illuminated when reverse thrust selected.

Autopilot engaged indicator

Illuminated when autopilot (AFDS) engaged.

Autothrottle engaged indicator

Illuminated when autothrottle engaged.

Attention getter

Illluminates  after  system  failure  or warning.  Refer to Central Warning
Panel in rear cockpit for identification of problem.

Angle of attack indicator

Mechanical display of angle of attack.

Head up display

See separate section later.

Late arm switch

Moves  to  its upper (armed) position after weapons armed using "arm ground
attack"  key  or  "arm  air  attack"  key.   Moves  to its lower (disarmed)
position  by using "cancel arm" key.  Weapons cannot be fired when the Late
Arm switch is down.

"B" risk indicator (IDS only)

Warning  light  advising  you  that  Terrain Following system is at risk of
being  unable  to  maintain  the required safety margin.  Usually caused by
attempting  to  fly  too  fast  at  low altitude.  Recommended action is to
reduce  speed  or increase your ride height.  n.b.  This indicator operates
only when the autopilot is in Terrain Following mode.

Wheel brakes

Illuminated when wheel brakes applied.

Radar "on" indicator

Illuminated  when  aircraft's  radar  is  active.   Serves as a reminder to
aircrew  that  the radar is transmitting even though it may not be selected
on the MFD.

ECM "on" indicator

Illuminated when aircraft`s ECM is active.  Serves as a reminder to aircrew
that the ECM equipment is transmitting.

Approach progress indicator

Illuminates  during  the approach to an allied airfield, 3500 feet from the
runway threshold.  This serves as a reminder that touchdown is imminent.

Reheat operating lights

Illuminate when engine reheat selected.

Landing gear position Indicator

(a) Three green lights - gear down and locked
(b) Three red lights - gear not locked up or down
(c) No lights - gear locked up

Vertical speed indicator

Moves  clockwise  for  a positive rate of climb and counter-clockwise for a
negative rate of climb (i.e.  descent).

Secondary control surfaces position indicator

(a) Upper left four flap positions: zero flap
                                    manoeuvre flap
                                    mid flap
                                    full flap
(b) Upper right - slat positions:   zero slat
                                    manoeuvre slat
                                    mid slat

n.b. slat and flap positions are linked and not separately controllable

Jettison indicators

Three lights to confirm successful jettison of:

Left:     all external stores plus internal fuel to minimum
Centre:   all external stores except AlM9-L
Right:    external fuel tanks

Radar altimeter

Indicates  height  above  ground  level when below 5000 feet barometric Non
linear scale with highest resolution at low altitude.

Indicated Airspeed / Mach number

Analogue  dial  showing  Indicated  Airspeed  up  to  800 knots and digital
readout of Mach number.

Altimeter

Analogue  dial  showing  barometric altitude.  Each revolution of the large
needle   represents  1000  feet.   Each  revolution  of  the  small  needle
represents  10000  feet.  Also incorporates a numeric display for those who
prefer a digital presentation.

E-scope (IDS) or Weapon status (ADV)

(a) E-scope (IDS Tornado)

Shows  projection of terrain ahead of aircraft when flying at low altitudes
distance  of  "look  ahead"  is  automatically  adjusted  to  increase with
aircraft  speed.   The  small  marker  on  the  left  edge  of  the display
represents your aircraft.

(b) Weapon status (ADV Tornado)

The  weapons  status  indicator  shows  which air-to-air weapon is selected
(highlighted)  and  armed  (flashing).   The pilot may select between guns,
AIM9  L  Sidewinder or Sky Flash.  The weapon name will not highlight if it
is not available.

Attitude direction indicator

Otherwise  known  as an artificial horizon, this instrument shows the pitch
and  roll  attitude  of your aircraft relative to the ground.  For example,
pitch  up  and  the  artificial  horizon  will  fall,  roll  right  and the
artificial   horizon  rolls  left.   A  small  "bug."  travels  around  the
circumference  of  this  instrument showing your roll orientation.  This is
particularly  useful  when  your aircraft is pitched so far up or down that
the Horizon is no longer visible.

Horizontal situation indicator (HSI)

This instrument has two functions:

Firstly,  it  indicates  your  aircraft's  heading  by  means  of  a  "bug"
travelling around the circumference of the compass rose.

examples: bug at 12 o`clock heading due North
          bug at 3 o`clock heading due East
          bug at 6 o`clock heading due South
          bug at 9 o`clock heading due West

Secondly,  it  is part of the Instrument Landing System and shows localiser
and  glideslope  deviation  during  an  approach  to  an  allied  airfield.
However, it is strongly recommended that you use the ILS mode of the HUD or
the  ILS  mode  of  the  MFD  in preference to this instrument under normal
circumstances.   The  limitations  in  resolution  on  the  HSI  make  it a
difficult  instrument  to  use but in the event of simultaneous HUD and MFD
failure it is a useful "last resort"

The  vertical  needle is linked to the runway localiser and shows deviation
from  the  runway centreline.  If the needle is to the left of centre, this
indicates  that  the  runway centreline is to the left of your aircraft and
that  you should adjust your heading by turning left a few degrees.  As the
needle returns to centre adjust your heading by turning right until you are
aligned  with the runway Likewise, turn right if the needle is displaced to
the  right.   A  small  vertical  scale  can  be  seen  on  the left of the
instrument  and  this  may be used to follow the correct glideslope down to
the  runway  threshold.   If the marker is above centre this means that you
are  below  the correct glideslope and that you need to reduce your rate of
descent normally achieved by opening the throttle slightly If the marker is
below centre, this means that you are above the correct glideslope and that
you  need  to  increase your rate of descent - normally achieved by closing
the throttle slightly.

Multi Function Display (MFD)

Mounted  centrally  on the instrument panel of both pilot and navigator you
will  see  the  Multi Function Display, a distinguishing feature of the GR4
Tornado  This  unit  offers a variety of functions, selected by the "Centre
MFD Function Select" key

. Autopilot and Flight Director System (AFDS) plus Autothrottle if active
. Local map
. ILS
. Ground radar - if active
. Air radar if active
. Forward looking camera

All of these are described in detail in the Avionics Reference section.  It
is  possible  to  switch  off  the MFD by pressing the MFD On/Off key.  The
buttons surrounding the MFD are not functional.

Mouse active indicator

When  mouse  control  is  appropriate  to more than one current display eg.
with  the  radar on the MFD and the moving map on a TV TAB display, control
may  be  passed  between the displays by use of the "Select active display"
key.  The indicator will illuminate to confirm mouse control is active.

Engine rpm indicators

Individual  analogue  rpm  indicator  for  each  engine  (left  and right).
Normally  shows  63%  at  engine  idle.   Full  scale deflection of 100% at
maximum dry thrust (no reheat) and throughout all reheat settings.

Engine temperature indicators

Individual analogue temperature indicator for each engine (left and right).
Normal reading of 400oC at idle and 700oC at full reheat.  Higher than this
probably means that you are on fire.....

G meter

Shows  g  force  due to aircraft manoeuvres.  For straight and level flight
the  reading  will  be  1  g  with  the  pointer at the 9 o'clock position.
Maximum positive g force of 7 5.  maximum negative g force of 3.

Fuel flow indicator

Very  little  movement  is  evident  on  this  instrument  unless reheat is
selected  This  instrument  is  then  particularly useful for assessing the
extent  of  reheat  in  use.   nb  Fuel flow for any given throttle setting
decreases as your altitude increases .

Fuel quantity indicator

Shows  total  quantity  of  fuel  remaining.   Fuel  in  external  tanks is
represented by the red-bordered sector from 12 to 3 o`clock on the gauge

Standby compass

Shows magnetic compass heading of aircraft.

Radar warning receiver

This display shows when your aircraft is being tracked by enemy radar, both
ground-based (e.g.  SAM or AAA) and airborne (e.g.  fighter aircraft).  The
display  also shows incoming ground-launched or air-launched missiles, both
infra  red  and  radar-guided.   Discretes on the right of the display will
illuminate as follows:

SAM   you are being tracked by a SAM launcher
AAA   you are being tracked by anti-aircraft artillery
EWR   you are being tracked by ground-based early warning radar
AC    you are being tracked by an enemy aircraft
MSL   incoming missile. infra-red or radar-guided, ground or air-launched

HUD symbology

Symbology  on  the  HUD  will  vary  depending upon the mode in use Without
weapons armed, the HUD defaults to NAV mode.

Indicated airspeed or Mach number

Digital readout of Indicated Airspeed (IAS) in knots or Mach number

Time early/late

Three  graduations  and a marker found immediately below the speed readout.
The  marker  will drift left or right of centre to indicate arrival at next
waypoint  up  to  thirty  seconds  late  or early respectively.  If time of
arrival  differs from plan by more than thirty seconds then the marker will
remain  at  full  scale deflection.  This symbology only appears if you are
flying  in  the  general  direction of a timed waypoint.  thus permitting a
meaningful calculation of time of arrival.

Angle of attack (Alpha)

A  vertical  strip  meter  on  the left hand side of the HUD, calibrated by
single  and  double dots, each representing 5° of alpha.  Maximum alpha for
any  wing  sweep  is approximately 21 ° and beyond this, your aircraft will
stall

Altitude

Height  of  own aircraft above sea level (barometric altitude) or height of
own  aircraft  above  ground level (radar altitude), both measured in feet.
Whenever  you  fly  within  5000  ft of the ground, the readout will switch
automatically  from  "barometric"  to "radar" signified by the symbol, "R".
When below 5000 feet the readout will vary as you fly over hills.  "T" will
appear beneath the readout whenever Terrain Following is active.

Altitude clock

Circular  graduations  around  the  digital  altitude readout calibrated in
units  of  100  feet.   One full "revolution" of the marker represents 1000
feet.

Vertical speed

Half-way  up  on the right hand side of the HUD is the VSI - Vertical Speed
Indicator.   This  is  shown  as a vertical bar which rises or falls from a
centre  position  as the aircraft climbs or dives.  Its scale is calibrated
with  dots  at  intervals  of  5  feet per second.  If the rate of climb or
descent  is greater than the scale allows (and it often is), the bar sticks
at  the  end  of  the  scale.  The precise rate of climb or descent is most
useful during landing.

Aircraft datum

The  position of this symbol relative to the HUD pitch ladder indicates the
aircraft`s  attitude  i.e.   nose  up  or  down.   n.b.  Alignment with the
horizon will only correspond to level flight at higher speeds.

Pitch ladder

Bars  showing  aircraft  pitch  and  roll  attitude relative to the ground,
calibrated  every  10°.   The  bars  will  always  remain parallel with the
horizon  with  their  inner  ends  pointing  at the ground.  Bars above the
horizon are solid, bars below the horizon are broken.

Heading strip

Aircraft  compass heading across the bottom of the HUD, calibrated in units
of  10°  (eg  270 is shown as 27), calibrated every 5° with a resolution of
1o.  A heading of 36 corresponds to your aircraft flying due North (360°)

Waypoint bearing

An inverted V on the heading strip showing the required aircraft heading in
order  to  fly  directly  towards  the  selected waypoint.  If the required
heading  is  off  scale,  the  V  will  remain  at  full  deflection on the
appropriate side of the heading strip

The HUD in ILS mode

ILS steering marker

The  steering  marker  is linked to the runway localiser and glidescope ILS
transmitters.   If you are aligned with the runway centreline and following
the required glidescope the steering marker will overlay the aircraft datum
symbol  in  the  centre  of  the  HUD.   If the marker is off centre, steer
towards it.

The HUD in Laydown Bombing Mode

Bomb fall line

Line along which the bomb will fall after release.  Safety height cue gives
indication  of  safety margin so that pilot may avoid flying through debris
hemisphere of exploding weapon

Continuously computed impact point (CCIP)

Marker  across  the bomb fall line showing the bomb`s computed impact point
if released immediately

Ground target marker

Position of designated target as seen through the HUD.

The HUD during run in for Loft Attack

Bomb fall line

Line along which the bomb will fall after release.

Countdown clock

Counts down to the "pull up point" and the start of stage 2

Ground target marker

Position of designated target as seen through the HUD

The HUD during a Loft Attack Pull up

Countdown clock

Shows  the difference between the range to the target and the distance your
bombs  would  be  thrown if you released them immediately.  Unwinds as your
aircraft approaches weapon release.  Calibration dependent upon weapon type

Rubber triangle

A  steering  cue consisting of an apex point (small +), a short middle line
and  a  long  base line.  The position of the base line is fixed.  The apex
marker  moves  left,  right,  up and down relative to the aircraft datum to
indicate a steering demand to the pilot.  The middle line is drawn half way
between the apex marker and the base line and moves left and right.

The HUD during run in for a JP.233 Attack

Bomb fall line

Line along which the bomb will fall after release.

Continuously computed impact point (CCIP)

Marker  across  the bomb fall line showing the bomb`s computed impact point
if released immediately.

Ground target marker

Position of designated target as seen through the HUD.

The HUD during JP.233 Release

Countdown clock

Appears  when  the  CCIP  reaches the target marker Counts down through the
four seconds necessary to dispense the full weapon load

The HUD in Manual Bombing Mode

Bomb fall line

Line along which the bomb will fall after release.  Safety height cue gives
indication  of  safety margin so that pilot may avoid flying through debris
hemisphere of exploding weapon.

Continuously computed impact point (CCIP)

Marker  across  the bomb fall line showing the bomb`s computed impact point
if released immediately

The HUD during ALARM Attack (either mode)

Boresight

This replaces the aircraft datum.

Range clock

Displays range to target with maximum range of 21.5nm (40 km)

Ground target marker

Position of designated target as seen through the HUD

The HUD during an Air to Ground Guns attack

This  mode  is  only available with a target of opportunity selected as the
current waypoint.

Boresight

Direction  in  which  your  cannon  shells  will travel if fired now.  This
replaces the aircraft datum

Range clock

Displays range to target with two calibration marks:  900m and 1500m range

Standby sight

Larger  red  sight  which  appears  when  cannon  armed  but  no  target is
designated.

The HUD during Air to Air Guns Attack

Aiming point

Prediction  of  the target's position.  Manoeuvre your aircraft so that the
aiming  point  coincides  with  the  boresight and fire your cannon when in
range.

Air target marker

Position of air target projected onto HUD display.

Range clock

Displays range to target with two calibration marks:  400m and 600m range

The HUD in AIM9 mode - no IR acquisition yet

IR Lock diamond

When  the missile`s l seeker has acquired the target this symbol moves from
the centre of the HUD to the target marker.

Range clock

Shows range to target, calibrated for AIM L

Aiming point

Prediction of the targets position.  May be used as a steering cue.

The HUD in SKY FLASH mode (ADV only)

Mode is similar to AIM9L symbology but without the IR lock diamond

Navigator / Weapons Officers Seat

Views available

This  is  the  view  looking  forward  from  the navigator`s position (rear
cockpit).   The entire screen is occupied by the instrument panel, the view
forwards being totally obscured by the large TV TA displays and the back of
the  pilots  ejection  seat.   The  navigator  may however select a forward
camera  view  on  either  TAB  display  or  the  MFD.   Panel  illumination
self-adjusts  with  time  of  day  and  red  or  green  cockpit lighting is
selectable at night

Look  left  from  the  navigator`s  position by pressing the Look Left key.
Releasing the key will return to the forward view.  If you wish to continue
looking left, either hold down the key or press Shift and Look Left to lock
the view.  There are no cockpit instruments on this side view.

Look  right  from  the navigator`s position by pressing the Look Right key.
Releasing the key will return to the forward view.  If you wish to continue
looking  right,  either  hold down the key or press Shift and Look Right to
lock the view.  There are no cockpit instruments on this side view.

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                           5         6

             14                                 17
                                7


      1                  8                  13

                         9  10    11  12

            2
                   3
                                                18
       15                       16
                   4

____________________________________________________________________________

NAVIGATORS INSTRUMENT PANEL

Items common with front cockpit

1  Mouse active indicator
2  Landing gear position indicator
3  Attitude direction indicator
4  Horizontal situation indicator
5  Altimeter
6  Indicated airspeed / Mach number
7  Multi function display
8  Mouse active indicator
9  Autopilot engaged indicator
10 Autothrottle engaged indicator
11 Radar "on" indicator
12 ECM "on" indicator
13 Mouse active indicator

Items unique to rear cockpit

14 Left TV TAB display
15 Analogue clock
16 Stores management display
17 Right TV TAB display
18 Central warning panel

TV TAB displays

Use  the  Left  or  Right  "TAB  Function  Select" key to cycle through the
following on either display.  n b.  the displays are mutually exclusive.

(a) Forward looking camera

Provides  a  daytime forward view and an image-intensified nightime forward
view for the navigator.

(b) Scrollable Map

Moving map display used for setting waypoints for targets of opportunity

(c) Thermal Imaging and Laser Designation system (TIALD)

Used to pinpoint targets with laser beam from medium altitude,

(d) Flight Plan display (PLN)

Shows aircraft position relative to flightplan.

(e) Local map

Zoomable moving map display showing current aircraft position

For  a  detailed description of each function, please refer to the Avionics
Reference section below.

Stores Management Display

This  small screen is dedicated to the display of available weapon packages
and  the selection of weapon delivery modes.  All available weapons will be
listed  together  with chaff and flare availability.  Packages and delivery
modes  will  usually  be  allocated  during  mission planning prior to your
flight.  If necessary, prior to arming, use the "Select weapon package" key
to highlight the required weapon during your approach to the target and use
the  "Select  delivery  mode"  key  to  specify your method of attack.  The
highlighted name will flash once you have armed the weapon.

Central Warning Panel

The  large  panel  to the right of the Stores Management Display is used to
determine  the nature of system failures and warnings.  Refer to this panel
when  the front cockpit attention getters are flashing.  You may cancel the
attention getters by pressing "master warning reset" key.

Red Captions:

REV   thrust reversers failure
OXY   oxygen system pressure low
FIRE  engine fire (left or right)
AUT   emergency autopilot disengage
ENG   engine failure (left or right)
SPILS SPILS spin prevention system damaged
UC    gear damaged
FUEL  fuel low

Amber Captions:

CNFG  flap configuration error
ECM   ECM failure
UC    gear configuration error
AB    air brake failure
SWP   wing sweep failure
WB    wheel brake failure
ADC   air data computer (autopilot) failure
FLPS  flaps failure
MFD1  MFD failure - pilot
MFD2  MFD failure - navigator
HUD   HUD failure
RAD   radar failure
TAB   TV TAB failure (left or right)
RWR   radar warning receiver failure

Kneepad view and options

Select the "Look down" view for the following user options:

1 Visibility         6 to 25 miles
2 Ground             plain or textured
3 Hills              plain or textured
4 Sky                plain or textured
5 Horizon            plain or faded
6 HUD frame          hidden or shown
7 Control device     keyboard 1 or 2
                     joystick 1 or 2
8 Sound effects      off or on
0 Minimise / restore

Options  1 to 6 adjust aspects of "Tornado" that will affect the smoothness
with  which it runs on your computer.  For example, reducing the visibility
will  mean that ground objects cannot be seen until you get closer to them.
Less  ground detail on the screen will give a smoother simulation on slower
computers  Selecting  the  "plain"  options  in  2  to  5 will also improve
performance on a slow computer.

Option 7 allows you to select different primary flight controls:

(i)  keyboard  1  roll  rate and pitch rate proportional to how long key is
depressed Roll and pitch rates reduce to zero when key released

(ii)  keyboard  2  roll rate and pitch rate proportional to how long key is
depressed.  Roll and pitch rates maintained when key released.

(iii)  joystick 1 single joystick option.  Joystick provides pitch and roll
control

(iv)  joystick  2  two joystick option.  Joystick 1 provides pitch and roll
control Joystick 2 provides throttle and rudder control.

Option  0 - Reduces Visibility to 6 miles and selects "plain" for options 2
to  5 with single keystroke.  This option offers instant frame rate boost -
useful in combat.  To restore your previous setting hit 0 again.

AVIONICS REFERENCE

Multi Function Display (MFD)

Mounted  centrally  on the instrument panel of both pilot and navigator you
will  see  the  Multi Function Display, a distinguishing feature of the GR4
Tornado  This  unit  offers a varIety of functions, selected by the "Centre
MFD Function Select" key:

(a) Autopilot and Flight Director System (AFDS) and Autothrottle settings 
    - if active
(b) Local map
(c) ILS
(d) Radar - if active
(e) Forward looking camera

(a) Autopilot Flight Director System (AFDS) and Autothrottle

Depending  upon  the mode selected, the autopilot will take control of your
altitude  (ALT),  your  heading  (HDG)  and your Indicated Air Speed (IAS).
Five autopilot modes are available:

(i)   Track
(ii)  Altitude/Heading Acquire
(iii) Terrain Follow
(iv)  Approach
(v)   Autothrottle

(i) Track (AFDS TRACK (-) ) this mode will command the aircraft to follow a
flight plan defined during your pre flight briefing or to fly to a waypoint
set  at  a  target of opportunity during flight (waypoint T).  The aircraft
will  fly  automatically from each waypoint to the next, adjusting altitude
and speed accordingly.  The letter of the next waypoint (e.g.  B,C, etc) is
shown  in  brackets  at  the top of the display.  If you wish to bypass the
next  waypoint, use "skip to next waypoint" key.  The system may be toggled
between  Terrain  Follow or Altitude Acquire when in track mode by pressing
the  Terrain Follow key.  Altitude acquire (ACQR) or ride height (RIDE) may
be adjusted with the pitch control.  Heading adjustment is not available in
Track  mode (HDG display will read AUTO).  Time To Go (TTG) is displayed as
minutes  :   seconds.   Time  Early  /  Late (TEL) will be displayed if the
waypoint  has  a  predefined time of arrival.  The autothrottle facility is
available in this mode.

(ii)  Altitude  /  Heading  Acquire (AFDS ALT/HDG) this mode enables you to
specify  a required barometric altitude and a required heading by using the
normal  pitch and roll control inputs in conjunction with the AFDS display.
ALT and HDG will show ACQR to confirm autopilot acquire mode.  The aircraft
will  make  the  necessary  manoeuvres  in  order to acquire the conditions
specified  Selection  of this mode without further control input will cause
the  aircraft  to  hold the current altitude and heading.  The autothrottle
facility is available in this mode.

(iii)  Terrain  Follow  (AFDS  TF) this mode instructs the autopilot to fly
your aircraft at a given ride height (RIDE) above the ground, selectable in
seven  stages  from 200 feet up to 1500 feet using the normal pitch control
input.   Roll control sets desired heading as in Altitude / Heading Acquire
mode.   The  system  will do its best to follow the contours of the ground,
thereby  minimising  your  exposure to enemy radar.  Watch for the "B risk"
indicator  when  travelling at high speed on the lowest ride heights.  This
warning  light  illuminates  when  the  system  believes that it may not be
possible  to  maintain the desired safety margin ignore it and you may find
yourself  crashing into a hillside.  Either slow down or increase your ride
height.   If the radar altitude falls below the safety margin the AFDS will
roll  the wings level, execute a hard pull up, disengage itself and trigger
a warning.  The autothrottle facility is available in this mode.

(iv)  Approach  (AFDS  APRCH) links the autopilot to the Instrument Landing
System  for  an  automatic  approach  to an allied airfield Altitude (ALT),
heading  (HDG)  and  airspeed  (IAS) are all under autopilot control (AUTO)
Time  To  Go  (TTG)  is  displayed as minutes:seconds.  An AFDS approach is
manually  selectable  only  if you are within an allied ILS beam and flying
towards the airfield.  At this point the ILS marker will be on your HUD and
the localiser/ glideslope needles will have appeared on your MFD.  It is in
ILS  mode.   The Approach mode is automatically selected when you arrive at
an  approach waypoint in Track mode.  Once active, the autopilot will steer
the  aircraft  onto  the  correct  approach  path  to the runway and adjust
throttle  setting  for correct speed and rate of descent.  n.b.  This is an
"auto-approach" mode - not an "auto landing" mode.  During your "hands off"
approach,  it will be necessary for you to make the appropriate adjustments
to  wing sweep, flaps, gear etc.  While the autopilot does the hard work of
adjusting  speed,  heading and rate of descent You will also need to cancel
the  autopilot  just prior to touchdown, flare, land, apply reverse thrust,
brake etc.....

(v)  Autothrottle - (AFDS THROT) -this facility allows you to set a desired
airspeed  and  may  be used independently or in conjunction with AFDS modes
(i)  to (iii) described above.  Selection is confirmed by IAS changing from
manual (MAN) to acquire (ACQR) and illumination of the "autothrottle engage
indicator".   When  active,  the normal throttle control is used to set the
desired speed on the AFDS display.  The autothrottle system will adjust the
engine  thrust  accordingly  in  an attempt to maintain the demanded speed.
However,  please  note  that this is not possible in all circumstances e.g.
in a steep climb or dive or high "g" turn.

Finally,  if  you disengage the autopilot, pitch and roll control revert to
manual  (MAN)  and  the  MFD  will  confirm AFDS OFF if autothrottle is not
active, or AFDS THROT if autothrottle is active.

(b) Local Map

This  is  a moving map display orientated about your present position.  The
display  shows hills, roads, rivers, airfields (active runway in white) and
waypoints (B,C,D etc).  The map origin may be toggled between the centre of
the  display or at the base of the display.  Your aircraft is always at the
map  origin,  heading along the dotted flightpath.  The scale of the map is
selectable  (i.e zoom in and out) from 0.5nm.  1nm, 2nm, 4nm, 8nm and 16 nm
with a base origin.

(c) Instrument Landing System (ILS)

Select this display during your final approach to see the ILS localiser and
glideslope  indicators.   Additional  information  on  this screen includes
aircraft  leading  (top  left corner), bearing to the runway mid-point (top
right corner), estimated time to touchdown (lower left corner) and distance
to runway mid - point (lower right corner).

(d) Radar

The  radar  has  two  independent  modes  of  operation, each with on / off
control.   If  the  desired radar mode does not appear as you cycle through
the MFD functions, first check that the radar is switched on.

(i)  air  mode  used for detecting, designating and tracking aircraft.  The
air  radar  is  a  plan view display showing target range and bearing only.
Both enemy and allied aircraft are shown, differentiated by symbology.  Use
your mouse to move the designator symbol to coincide with the chosen target
and  designate  with  the  left mouse button.  Designation may be cancelled
with  the right mouse button.  If the designator does not appear to respond
to  the  mouse  check  that  the MFD is the active display for the mouse by
pressing the Tab key.

The  ADV  air  radar  has three selectable ranges:  30 nm (for use with Sky
Flash) 10 nm (for use with AIM9L) and 2 miles (for use with guns).  The IDS
radar  has  only  the 10 nm and 2nm range settings.  It is also possible to
lock  on  to  a  target  visually  through  the  HUD by using the boresight
designate  key.   Please  note  that use of the radar at very low altitudes
will be affected by terrain masking ie.  it cannot see through hills!

(ii)  ground  mode - used primarily for detecting, designating and tracking
military  ground  vehicles.   The  display  is  a  composite image of radar
returns  and  digital map data which are compared to identify and highlight
vehicles.   Due  to  terrain  masking,  vehicle returns may be intermittent
whereas  mapped  features will always be shown.  Use your mouse to move the
designator symbol to coincide with the chosen target position and designate
with  the  left  mouse button.  Designation may be cancelled with the right
mouse  button.   If the designator does not appear to respond to the mouse,
check  that the MFD is the active display for the mouse by pressing the Tab
key.

The  IDS  radar  has  six selectable ranges:  0.5nm, 1nm, 2nm, 4nm, 8nm and
16nm.  The ADV is not fitted with a ground radar.

(e) Forward looking camera

This  display  provides  a  daytime  forward  view for the navigator and an
image- intensified view for both crew at night.

TV TAB displays (navigator's cockpit)

Both  left  and  right  TV  TAB  displays offer a variety of functions on a
mutually  exclusive  basis.  Items such as Forward Looking Camera and local
map  are  also  available  on  the  central  MFD  Functions are selected by
repeatedly pressing the Left (or Right) Tab Function Select key:

(a) Flight Plan Display (PLN)
(b) Thermal Imaging and Laser Designating (TIALD)
(c) Scrollable map
(d) Local map
(e) Forward looking camera

It is also possible to switch off each TV Tab display.

(a) Flight Plan Display (PLN)

Normally displayed on the left hand TV TAB, this option shows your aircraft
position relative to your flight plan.  All pre-planned waypoints are shown
(A,B,C  etc) plus any target of opportunity waypoint (T) set during flight.
The  scale  of the display adjusts automatically in order to keep both your
current  position  (small  circle)  and your pre-planned flight path on the
display  simultaneously  Also  appearing  on  the  Flight  Plan Display are
aircraft  heading  (top  left  corner)  bearing of next waypoint (top right
corner),  estimated  time to next waypoint (lower left corner) and distance
to the next waypoint (lower right corner).  nb The estimated time will only
be  displayed  if  you  are  heading  in  the general direction of the next
waypoint, otherwise calculation would be impossible.

(b) Thermal Imaging and Laser Designating (TIALD)

This  is a steerable plan view camera with laser designator.  It is capable
of  looking  ahead,  behind  and  to the sides of your aircraft.  Its range
increases  with altitude and ideally it would be used at above 20,000 feet.
In  order  to  give  the  widest field of view.  Camera steering and target
designation  is  by  means of the mouse.  As the camera looks ahead of your
aircraft,  the  designator  symbol  changes  to  confirm  this fact.  It is
recommended  that  you designate targets ahead of your aircraft in order to
give  the  laser-guided  bombs  sufficient  time to reach their targets.  A
continuous  zoom  facility allows pin-point accuracy Prior to take-off this
equipment does not function and the TV Tab will display.  a large cross

(c) Scrollable map

This  is  a  slewable map on which the navigator may designate and select a
target  of opportunity waypoint (waypoint T).  Map scale is selectable from
0.75nm  up  to  24nm.  Unlike the Local map where your aircraft is fixed at
the  centre  or  bottom  cemtre the display, on the scrollable map your air
craft  symbol  scrolls  with  the map and may leave the display altogether.
Pressing  the  "locate  aircraft"  key  will centre the map at your current
position if you are within the boundaries of the map.  Pressing the "locate
target"  key  will  centre  the  map  at  the position of waypoint T ie set
Additional navigational data is presented in each corner:

Upper left: aircraft heading
Upper right: bearing to position of cursor
Lower left: estimated time to reach position of cursor
Lower right: distance in n.m. to position of cursor

nb  If  you are flying away from the cursor position, it is not possible to
display an estimated time.

(d) Local map 

This  is  very similar to the Local Map mode of the MFD but with selectable
ranges from 0.75nm, 1.5nm, 3nm, 6nm, 12nm and 24nm with the base origin.

(e) Forward looking camera 

This  display  provides  a  daytime  forward  view for the navigator and an
image-intensified nightime forward view for the navigator.

Full-Screen Moving Map 

A  full  screen  moving  map  display is available with zoom controls.  The
boundaries  of the combat zone are not shown.  The map is always centred at
your  present  point  and orientated so that you are flying directly up the
screen Please note that the simulation continues in real time when this map
is  displayed.   For  safety reasons we recommend that you select autopilot
before switching to the map.

USEFUL CHECKLISTS

Takeoff checks

Wheelbrakes on
25° wing sweep
Mid flap setting
Throttle OPEN Reheat ON FULL
Wheelbrakes off (at 100% rpm and max. reheat)
Pull back when speed above 140 knots
Do not rotate beyond 15° nose up
Gear UP after take off
Maintain climb angle of between 10° and 20° (1st and 2nd pitch bars on HUD)
Flaps Up when speed above 215 knots
Select 45° wing sweep above 350 knots

Landing checks

25° wing sweep
Full flap setting
Gear down
Airspeed approx 150 kts (no external stores, 25% internal fuel)
Descent rate at touchdown: max. 20 ft/s at min.weight
                           max. 4 ft/sec at max weight
Engage reverse thrust after touchdown
Open throttle to 100%
Monitor speed
Throttle to idle at 80kts
Disengage reverse thrust
Apply wheelbrakes
n.b Minimum speed with reverse thrust engaged is 50 to 70kts (reheat must
not be used)

Limiting speeds

Vmax sea level         Mach 1.2+
Vmax 36000 ft          Mach 2.2

Vmax for each wing sweep 
at 25° sweep:          Mach 0.73
at 45° sweep:          Mach 0.88
at 67° sweep:          Mach 2.20

Vmax manoeuvre flaps   450 kts IAS
Vmax mid flaps         280 kts IAS
Vmax full flaps        225 kts IAS
Vmax ulc down          350 kts (warning at 250kts)

The following speeds will vary with aircraft weight:

Vstall 25° sweep (power off) 135 kts (zero flaps)
Vstall 25o sweep (power off) 120 kts (mid flaps)
Vstall 25o sweep (power off) 108 kts (full flaps)
Vstall 45° sweep             155 kts (zero flaps)
Vstall 67° sweep             182kts

max positive g               7.5
max negative g               -3
max roll rate                180o/sec

Approach & landing emergencies:

Landing with wings swept or flap failure:

1. Jettison all stores
2. See table below for approach speed

After touchdown:

3. Throttle to idle
4. Lower nosewheel
5. Engage thrust reverse
6. Throttle to 80%
7. Throttle to 100% at 130 kts
8. Throttle to idle at 85 kts
9. Apply wheelbrakes

wing    flaps       speed      AoA
sweep
25       up          180        12 add 7kt per 1000 kg above 15000 kg
         mid         164         9
45       up          199        13 add 5kt per 1000 kg above 15000 kg
67       up          208        16

Spin recovery procedure:

1. Select 25 sweep
2. Identify direction of rotation
3. Stick back
4. Pro spin aileron i.e. push stick in direction of rotation
5. Hold until spin stops
6. Centralise stick
7. Open throttle

REFERENCE
---------

Tornado GR4

Category:            two seat all-weather multi purpose combat aircraft
Origin:              United Kingdom
Wing span:           fully spread: 45ft 7.5in (13.91m)
                     fully swept: 28ft 2.5in (8.6m)
Length:              54ft 10in (16.72m)
Height:              19ft 6in (5.95m)
Maximum weapon load: 198401b (9000kg)
Max level flight at altitude clean M2.2
Max. level speed sea level   clean M1.2
Radius of action     750nm
g limit              +7.5

Tornado F3

Category:            two seat all weather air defence interceptor
Origin:              United Kingdom
Wing Span:           fully spread: 45ft 7.5in (13.91m)
                     fully swept: 28ft 2.5in (8.6m)
Length:              61ft 3in (18.68m)
Height:              19ft 6in (5.95m)
Weight,empty         319701b (14500kg)
Maximum weapon load: 187401b (8500 kg)
Max. Level flight at altitude clean M2.2
Max. Level speed at sea level clean M1.2
Radius of action     1000nm
g limit              +7.5   

 
F-15 Eagte 

Category:            single-seat air superiority fighter
Origin:              USA
WingSpan:            42ft 10in (13.05m)
Length:              63ft 9in (19.43m)
Height:              18ft 5.5in (5.63m)
Weight:              31700lb (14379kg)
Max. weapon load:    24500lb (11113kg)
Max. level flight at altitude  clean M2.5
Radius of action     685nm
g limit              +7.3


F-16C Fighting Falcon

Category:            single-seat multi role fighter
Origin:              USA
Wing span:           31 ft 0in (9.45m)
Length:              47ft 8in (14.52m)
Height:              16ft 5in (5.01m)
Weight empty:        18238lb (8273kg)
Max. weapon load:    12000lb (5443kg)
Max. level flight at altitude clean M2.5
Radius of action     500+nm
g limit              +9


A-1O Thunderbolt 

Category:            single-seat close support aircraft
Origin:              USA
Wing Span:           57ft 6in (17.53m)
Length:              53ft 4in (16.26m)
Height:              14ft 8in (4.47m)
Weight:              24959lb (11321 kg)
Max. weapon load:    16000lb (7250kg)
Max. level flight at sea level. clean 381 kt
Radius of action     250n m


C-130H Hercules

Category:            medium / long range combat transport
Origin:              USA
Wing span:           132ft 7in (40.41m)
Length:              97ft 9in (29.79m)
Height:              38ft 3in (1166m)
Weight,empty:        76469lb (34686kg)
Max. cruising speed  325kts
Radius of action     2,046nm


E-3D Sentry

Category:            Airborne early warning and command post
Origin:              USA
Wing span:           145ft 9in (44.42m)
Length:              152ft 11in (46.61m)
Height:              41ft 9in (12.73m)
Weight, max. T-O     335000lb (151953kg)
Max. level speed     460kts
Endurance on station 870m


MiG 27 Flogger

Category:            single-seat ground attack aircraft
Origin:              CIS
Wing span:           fully spread 45ft 10in (13965m)
                     fully swept: 25ft 6in (778m)
Length:              56ft 1in (17.1m)
Height:              15ft 10in (4.82m)
Weight:              23590lb (10700kg)
Maximum weapon load: 9920lb (4500kg)
Max. level flight at altitude, clean M1.77
Max. level speed sea level     clean M1.1
Radius of action     210nm
g limit              +7


MiG 29 Fulcrum

Category:            single-seat counter-air fighter
Origin:              CIS
Wing span:           37ft 3in (11.36m)
Length:              56ft 10in (17.32m)
Height:              15ft 6in (4.73m)
Max. T-O weight:     39700lb (18000kg)
Max level flight at altitude clean M2.3
Max. level speed sea level   clean M1.06
Radius of action     600nm
g limit              +9


MiG 31 Foxhound

Category:            two-seat all-weather interceptor
Origin:              CIS
Wing span:           45ft 11in (14.0m)
Length:              70ft 6.5in (21.5m)
Height:              18ft 4in (5.6m)
Weight, empty:       48115lb (21825kg)
Maximum T-O weight:  90725lb (41150kg)
Max. level flight at altitude clean M2.4
Max. level speed sea level    clean M1.1
Radlus of action     1135nm
limit                +5


Su-25 Frogfoot

Category:            single-seat close support aircraft
Origin:              CIS
Wing span:           47ft 1.5in (14.36m)
Length:              50ft 11.5in (15.53m)
Height:              15ft 9in (4.8m)
Max T-O weight,      20950lb (9500kg)
Max level speed sea level, clean M0.8
Radius of action     405n m
g limit              +6.5


Su-27 Flanker single-seat counter air fighter

Category:            single seat counter air fighter
Origin:              CIS
WingSpan:            48ft 3in (14.7m)
Length:              71ft 11.5in (14.7m)
Height:              19ft 5.5in (5.93m)
Weight:              49600lb (22500kg)
Max. level flight at altitude  clean M2.35
Max. level speed sea level     clean M1.1
Radius of action     810nm
limit                +9


Il-76 Candid

Category:            medium / long range combat transport
Origin:              CIS
Wing span:           165ft 8in (50.5m)
Length:              152ft 10in (45.59m)
Height:              48ft 5in (1476m)
Max T O weight,      418875lb (190000kg)
Max. level speed sea level, clean 459kts
Radius of action     2700nm


A-50 Mainstay

Category:           airborne early warning
Origin:             CIS
Wing span:          165ft 8in (50.5m)
Length:             152ft 10in (45.59m)
Weight:             48ft 5in (14.76m)
Max T-O weight.     418875lb (190000kg)
Max level speed sea level, clean 459kts
Radius of action    2700nm


AH-64 Apache helicopter gunship

Category:            helicopter gunship
Origin:              USA
Main rotor diameter: 48ft 0in (14.63m)
Length:              58ft 3in (17.76m)
Height:              15ft 3in (4.66m)
Max T-O weight,      21000lb (9525kg)
Max. level speed sea level 160kts
Radius of action     260nm
g limit              +3.5


Mi-24 Hind

Category:            helicopter gunship
Origin:              CIS
Main rotor diameter: 56ft 9in (17.3m)
Length:              70ft 6in (21.5m)
Height:              21ft 4in (6.5m)
Normal T O weight    26455lb (12000kg)
Max. level speed sea level 172kts
Radius of action     86nm


CH-47 Chinook

Category:            medium transport helicopter
Origin:              USA
Main rotor diameter: 60ft 0in (18.29m)
Length:              98ft 11in (30.14m)
Height.              18ft 8in (5.68m)
Max T O weight       54000lb (24494kg)
Max. level speed sea level 163kts
Radius of action     100nm


Mi-26 Halo

Category:            heavy transport helicopter
Origin:              CIS
Main rotor diameter: 105ft 0in (32.0m)
Length:              131 ft 4in (40.0m)
Height:              26ft 9in (8.1 m)
Max. T O weight      123450lb (56113kg)
Max level speed sea level 159kts
Radius of action     432nm

AIR DEFENCE SYSTEMS

Patriot 

Category:           mobile surface-to-air missile system 
Origin:             USA 
Length:             17ft 5in (5.31m) 
Diameter:           16in (0.406m) 
Wingspan:           3ft (0.92m)
Warhead:            221 lb (100kg) 
                    HE fragmentation with proximity fuse 
Weight:             2195lb (998kg) 
Performance:          speed: Mach 3
                      range: 42nm (68km)

ZSU-23-4 Shilka

Category:           mobile anti aircraft artillery system
Origin:             CIS
Length:             21ft 6in (6.54m)
Width:              9ft 8in (2.95m)
Height:             12ft 6in (3.8m)
Armament:           four 23mm cannon
range:              1750yds (2500m)
Weight:             45194lb (20500kg)
Performance:            speed: 27mph (44km/h)
                        range: 280nm (450km)


ZRK ROMB (SA-8)

Category:           amphibious mobile surface-to-air missile system
Origin:             CIS
Length:             30ft 0in (9.14m)
Width:              9ft 6in (2.9m)
Height:             13ft 9in (4.2m)
Armament:           six SA-8 Gecko missiles
Effective range:    7.5nm (12000m)
Altitude limits:    (5000m)
Weight:             198411b (9000kg)
Performance:       speed: 37 mph (60km/h) 

GROUND FORCES

Challenger 

Origin:             United Kingdom
Length:             37ft 11in (11.56m)
Width:              11ft 6in (3.52m)
Height:             9ft 8in (2.95m)
Armament:           one 120mm gun
                    one 7.62mm machine gun, coaxial
                    one 7.62mm machine gun, anti aircraft
Weight:             1366851b (62000kg)
Performance:         speed: 35mph (56km/h)
                     range: 373nm (600km)


T-80

Origin:             CIS
Length:             32ft 6in (9.9m)
Width:              11ft 2in (3.4m)
Height:             7ft 3in (2.2m)
Armament:           One 125mm gun
                    One 7.62mm machine gun,coaxial
                    One 12.7mm machine gun, anti aircraft
Weight:             94798lb (43000kg)
Performance:        speed: 46mph (75km/h)
                    range: 248nm (400km)


Warrior

Origin:             United Kingdom
Length:             20ft 10in (6.34m)
Width:              9ft 11in (3.03m)
Height:             9ft 0in (2.73m)
Armament:           One 30mm RARDEN cannon
                    One 7.62mm machine gun, coaxial
Weight:             49603lb (22500kg)
Performance:         speed: 46mph (75km/h)
                     range: 310nm (500km)


BMP-2 
 
Origin:             CIS
Length:             22ft 0in (6.71 m)
Width:              10ft 2in (3.09m) 
Height:             6ft 9in (2.06m) 
Armament:           One 30mm cannon
                    One 7.62mm machine gun, coaxial
                    One launcher for AT-5 Spandrel anti-tank missiles
Weight:             32187lb (14600kg) 
Performance:         speed: 40mph (65km/h)
                     range: 373nm (600km)


MLRS

Category:           surface-to-surface battlefield missile launcher
Origin:             USA
Length of rocket:   12ft 11in (3.94m)
Diameter:           8.66in (0.22m)
Weight:             675lb (307kg)
Performance:         range: 20nm



MAZ 543 and SS-1 SCUD

SS 1 SCUD

Category:           surface-to surface battlefield missile
Origin:             CIS
Length:             37ft 5in (11.4m)
Dianmeter:          2ft 9in (0.84m)
Weight:             140431b (6370kg)
Performance:         range: 50 to 174nm

WEAPON DATA

The  following  data  has  been compiled from manufacturers information and
actual  performance  may  differ  considerably.  The effective range of all
missiles decreases significantly when used at low altitude.

AIM9-L Sidewinder

Origin:             USA
Guidance system:    all aspect infra red
Length:             9ft 4in (2.85m)
Diameter:           5in (127mm)
Weight:             188lb (853kg)
Warhead:            25lb (11.4kg)
Performance:        annular blast tragmentation
                    speed:  Mach 2.5
                    range: 11nm (17.7km)


Active Sky Flash 

Origin:             United Kingdom
Guidance system:    all aspect active radar
Length:             12ft 1in (368m)
Diameter:           8in (0.2m)
Span:               3ft 4in (1.02m)
Weight:             425lb (193kg)
Warhead:            66lb (29.9kg) proximity and impact delay fused
                    blast fragmentation
Performance          speed: Mach 4
                     range: 31nm (50km)


AA-2-2C Advanced Atoll

Origin:             CIS
Guidance system:    rear-aspect intra red
Length:             9ft 2in (2.8m)
Diameter:           4.7in (0.12m)
Span:               1ft 9in (0.53m)
Weight:             154lb (70kg)
Warhead:            13lb (6kg) impact delay fused blast fragmentation
Performance:        speed: Mach 2.5
                    range: 5nm (8km)


AA-7B Apex

Origin:             CIS
Guidance system:    semi active active radar
Length:             15ft 1in (4.6m)
Diameter:           8.8in (0.223m)
Span:               3ft 5in (1.05m)
Weight:             7051b (320kg)
Warhead:            881b (40kg) proximity and impact-fused blast fragmentation 
Performance:       speed: Mach 3.5
                   range: 34nm (55km)


AA-8A/B Aphid 

Origin:             CIS
Guidance system:    infra-red (AA-8A) or semi active radar homing (AA 8B)
Length:             AA-8A 7ft 0in (2.15m)
                    AA-8B 7ft 8in (2.35m)
Diameter:           4.7in (0.12m)
Span:               1ft 3in (0.4m)
Weight:             AA-8A 121lb (55kg)
                    AA-8B 132lb (60kg)
Warhead:            proximity and impact fuzed blast fragmentation
Performance:       speed: Mach 3
                   range: AA-8A 6nm (10km)
                          AA-8B 9nm (15km)


AA-1O Alamo 

Origin:              CIS
Guidance system:     infra red or semi-active radar homing
Length radar variant 13ft 1in (4Om)
          IR variant 10ft 6in (32m)
Diameter:            7.3in (0.185m)
Span:                2ft 9in (0.855m)
Weight:              radar variant 440lb (200kg)
                     IR variant 342lb (155kg)
Warhead:             blast fragmentation
Performance:        speed: Mach 3
                    range: radar variant 24nm (40km)
                           IR variant 12nm (20km)


BAe/ Marconi ALARM

Origin:              United Kingdom
Category:            air-to-surface anti-radiation tactical missile
Guidance system:     passive radar seeking
Length:              13ft 11in (4.242m)
Diameter:            8.7in (0.22m)
Span:                2ft 4in (0.72m)
Weight:              385lb (175kg)
Warhead:             laser proximity-fused MBB HE
Performance:          speed: classified
                      range: classified


JP 233

Origin:             United Kingdom
Category:           heavy-weight airfield attack and area denial 
                    submunition dispense
Guidance system:    computer-controlled weapon release
Length:             21ft 6in (6.55m)
Width:              2ft 9in (0.84m)
Height:             1ft 11in (0.6m)
Weight:             5148lb (2335kg) per dispenser (Tornado carries 2)
Warhead:            3O SG357 concrete penetrating and 215 HB876 area 
                    denial submunitions


BL755 

Origin:             United Kingdom
Category:           medium-weight cluster bomb
Method of release:  lay down or manual
Length:             8ft 0in (2.45m)
Diameter:           1ft 4in (0.42m)
Span:               1ft 10in (0.56m)
Weight:             582lb (264kg)
Warhead:            147 antitank / fragmentation bomblets

1000lb freefall bomb

Origin:             United Kingdom
Ævailable in three varieties:
                      (a) general purpose (GPB)
                      (b) retarded (RET)
                      (c) laser-guided (LGB)
Method of release:
                      (a) GPB - manual, loft or lay down
                      (b) RET manual or lay down
                      (c) LGB - manual, loft, lay down
                          or using TIALD

GLOSSARY AND ABBREVIATIONS

AA threats      anti-aircraft threats e.g. AAA and SAM sites
AAA             anti-aircraft artillery
AAM             air-to-air missile
ACM             air combat manoeuvering
ACQR            acquire through autopilot
ADI             attitude direction indicator
ADV             air defence variant of Tornado
AFDS            autopilot and flight director system
AFV             armoured fighting vehicle
AHA             altitude/heading acquire mode of autopilot
AIM9-L          heat-seeking air to air missile
ALARM           air launched anti-radiation missile
Alpha           see angle of attack
ALT             altitude
Analogue        joystick with output proportional to its displacement
Angle of attack angle between wing and direction of airflow
Approach point  start of approach to an airfield
APRCH           approach
AUTO            under total autopilot control
Autothrottle    system used to set a demanded airspeed
Autotrim        computer-assisted turn coordination
AGM             air-to-ground missile
AOA             angle of attack
AWACS           airborne warning and control system
B risk          terrain following system safety margin error warning
Bearing         heading required to fly towards target or waypoint
Blackout        loss of consciousness due to pulling g
BL755           cluster bomb
BVR             beyond visual range
C3              command, control and communications
CAP             combat air patrol
CAS             close air support
CCIP            continuously computed impact point
Chaff           tiny foil strips used to decoy radar-guided missiles
ClS             Confederation of Independant States
Combat power    maximum reheat setting
Dead stick      flight with zero engine thrust
deg             degree
Digital joystk  joystick capable only of on/off output
DlR             direct - ALARM mode
ECM             electronic countermeasures
Egress          flying out of the target area
EWR             early warning radar
Flaps           trailng edge aerofoils on each wing
Flares          used to decoy heat-seeking missiles
g or G          weight multiplying factor, units of gravity
Glideslope      descent rate reference of ILS system
G-LOC           gravity-induced loss of consciousness
GPB             general purpose bomb
Groundspeed     actual speed over the ground
HAS             hardened aircraft shelter
HDG             heading
Heading strip   symbols on HUD showing aircraft heading
HUD             head up display
IAS             indicated airspeed
IDS             interdictor strike variant of Tornado
IND             Indirect - ALARM mode
ILS             Instrument landing system
Initial point   turning point from which you start your attack run
Jettison        to reduce aircraft weight in an emergency
JP.233          runway denial weapon
KIA             killed In action
KlT             killed in training
kts             knots, nautical miles per hour
LAY             laydown attack 
LFT             loft attack
LGB             laser-guided bomb
Lift vector     force generated by air flowing over the wings
Localiser       left/right reference of ILS system
Mach number     aircraft speed expressed as a fraction or multiple of the 
                local speed of sound
MAN             manual control or manual attack
MFD             multi function display
MTOW            maximum takeoff weight
n.m.            nautical mile
NLT             not later than
OCU             operational conversion unit
package         group of weapons designated for use against particular 
                target
Pitch bars      lines drawn on HUD showing aircraft pitch and roll
PLN             flight plan tab display
POL             petrol, oil and lubricants
POW             prisoner of war
RAF             Royal Air Force
Redout          loss of consciousness due to negative g
RET             retarded bomb
Ride height     altitude seting selected when using terrain following
                engine revolutions per minute, corresponds to thrust
                if reheat not selected
RWR             radar warning receiver
SAM             surface to air missile
SARH            semi active radar homing
Sec             second
SKYF            HUD symbol for Sky Flash missile
Sky Flash       radar-guided air-to-air missile
Slats           leading edge aerofoils
SMD             stores management display
SPILS           spin prevention and incidence limiting system
Spin            stalled descent along a steep helical path
Stall           loss of control due to wings no longer generating lift
Tab             Multi purpose displays in rear cockpit
TAS             true airspeed
Tasking order   mission description
TEL             time early/late
TF              terrain following
TFR             terrain following radar
THROT           autothrottle
Thrust          reversers devices used to achieve a braking effect
TfALD           thermal imaging and laser designating system
ToO             target of opportunity
TOT             time on target
Training area   flying area used in simulator or flying training
TRN             terrain referenced navigation
True            airspeed speed relative to the air through which you are
                flying
TTG             time to go
TV TAB          large multi purpose displays in the rear cockpit
TWCU            Tornado Weapons Conversion Unit
Unloading       pushing the stick to reduce aerodynamic drag
VSI             vertical speed indicator
Warzone         combat flying area - choice of 3
Waypoint        position stored by the navigation system


Project manager - David Marshall

Design team - Kevin Bezant, Nick Mascall, Tony Hosier, Robin Heydon
Mathew Smith

Manual writing - Nick Mascall, David Marshall

Manual layout, graphics, artwork and package design - Kerry Le-Gray
Wendy Hoskin

Technical illustrations - Derrol Euling

Beta testing - Rod Swift, Russell Alcock, Jeffrey Love

Production - Rod Cobain, Stephanie Burnett

Marketing - Debbie Durrant

Ancillary support - Vicki McBurnie, Julie-Ann Merrit, Gill Niland

Sound Effects - David Whittaker

Music - David Punshon, Sound Images


Acknowledgements

Royal Air Force            video and photograhic material
British Aerospace Warton   video and photograhic material, sound effects
                           and for permission to use the Tornado logo
Royal Aeronautical Society research and technical reports
Janes Information Systems  photographic material
GKN Defence                technical illustration of Warrior APC
Julian Savarin (ex-RAF)    technical information

Spectrum HoloByte          for their help in the final stages of the
                           development. It has been a pleasure to work
                           with a publisher as committed as ourselves
                           to producing quality flight simulators.

Our  special thanks to RAF Honington, the pilots and navigators of XIII and
XV  squadrons,  technicians,  air  traffic control, the Community Relations
Officer and in particular the Flight Simulator Group.  Their assistance and
enthusiasm during this project was invaluable

Suggested reading

Panavia Tornado      Dr. Alfred Price
Fighter Combat       Robert L Shaw
The Ace Factor       Mike Spick
 
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Typed by SHaRD/N&B
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