euro fighter typhoon manual

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Page 1: Euro Fighter Typhoon Manual
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COPYRIGHT NOTICEThe computer program and its associated documentation and materials are protected by National and International Copyright Laws. Storage of thecomputer program and its associated documentation and materials in a retrieval system, reproduction, translation, copying, hiring, lending, broadcastingand public performance are prohibited without the express written permission of Rage Software PLC. All rights of the author and owner are reservedworld-wide.

Publisher: Rage Games Ltd., Martins Bank Building, Water Street, Liverpool, L2 3SPDeveloper: Rage Games Ltd., 84 Sankey Street, Warrington, WA1 1SF.Technical support: UK. Telephone 0121 4528405.

DATA VALIDITYAll data for Eurofighter Typhoon have been secured from public sources. Rage Software stress that all simulated elements are our interpretation of thefacts, and are intended for entertainment purposes only. Because the real aircraft is still in development, some of the systems represented in the gamemay not be associated with the real plane. Any trade names or trademarks are the exclusive property of the respective manufacturers.

CAUTION!The CD-ROM that holds Eurofighter Typhoon can be damaged by mishandling.

EPILEPSY WARNING! READ THIS BEFORE PLAYING EUROFIGHTER TYPHOONA very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certainlight patterns of backgrounds on a television screen or while playing computer games may induce an epileptic seizure in these individuals. Certainconditions may induce undetected epileptic symptoms in persons who have no history of prior seizures of epilepsy. If you, or anyone in your family, hasan epileptic condition, consult your doctor prior to playing. If you experience any of the following symptoms while playing the game: dizziness, alteredvision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions, IMMEDIATELY discontinue use and consultyour doctor before resuming play.

PACK CONTENTSAccompanying the manual inside this box, you will find one CD-ROM and a guarantee card. Please remember to return your guarantee card, and fill inthe questions. This gives us clues for developing the products you want in the future.

copyright notice002

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FOREWORD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 011INSTALLATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 013

minimum system specification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 013installing the software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 013uninstalling eurofighter typhoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 013running the configuration program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 014before you start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 014

QUICK GAME KEYS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 015THE GAME KEYS IN FULL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 016

interface shortcut keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 018INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 019STARTING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 020

how to log-in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 020start in peacetime or wartime? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 020training missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 022pilot selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 022pilot profiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 023

editing call signs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 025top gun awards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 025

once you are in the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 028discipline and compassion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 028

THE CONTROL BARS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 029introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 029the pilot control bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 030

pilot status icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 030smartcam intelligent viewing system . . . . . . . . . . . . . . . . . . . . . . . . . . . 032observer mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 032

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THE CONTROL BARS Continuedthe game control bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 032

game control bar icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 032game options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 033the tactical map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 034planning missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 035flight roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 039mission types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 038transferring personnel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 043interpreting reports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 043

SINGLE PLAYER GAME: FIGHTING A CAMPAIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . 045the invasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 045the air war . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 045the ground war . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 045saving and loading campaigns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 046

saving a campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 046loading a campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 046

AIRCRAFT PERFORMANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 047icefor aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 047russian aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 047

THE SECRET OF TYPHOON’S DYNAMIC CAMPAIGN . . . . . . . . . . . . . . . . . . . . . . . . . . 048MULTIPLAYER GAMES: SOLO AND TEAM PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 050

the multiplayer interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 050hosting a game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 051

finding your ip address when hosting tcp/ip games . . . . . . . . . . . . . . . . 051choosing the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 051

join a game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 052

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MULTIPLAYER GAMES Continued choose team colour and join game . . . . . . . . . . . . . . . . . . . . . . . . . . . . 052

multiplay games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 053head-to-head king of the skies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 053team king of the skies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 053head-to-head touch and go . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 053team touch and go . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 053head-to-head racer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 053team typhoon racer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 053co-operative missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 053

COMMUNICATIONS SET-UP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 054serial or parallel cables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 054modem to modem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 054

UNDERSTANDING THE COCKPIT LAYOUT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 055the multifunction displays (mfds) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 055the hud and hmd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 055

hud declutter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 056hud components: pitch ladder & vicinity . . . . . . . . . . . . . . . . . . . . . . . . . . 056

terprom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 056compass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 057airspeed indicator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 057altimeter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 057weapons indicator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 057g indicator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 058airbrake indicator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 058target indicator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 058hud symbology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 058

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UNDERSTANDING THE COCKPIT LAYOUT Continuedadvanced hud components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 059

energy management display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 059radio frequency display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 059complex waypoint display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 059

USING THE VIEWS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 060full virtual cockpit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 060hud only view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 060internal padlock views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 060external padlock views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 060moveable external view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 060looped fly-by view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 060weapon view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 061target view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 061smartviews . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 061zoom views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 061

LEARNING BASIC FLYING SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 062take off . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 062using the brakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 062climbing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 062basic manoeuvring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 062descending . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 062turning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 062final approach and landing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 063navigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 063

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COMMUNICATING WITH OTHER UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 064command menus (tab key) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 064wingman menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 065strike menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 066escort menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 067wild weasel menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 068airbase menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 069mission menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 069

ASSESSING YOUR SITUATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 070the defensive aids subsystem (dass) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 070the moving map display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 070

ACQUIRING TARGETS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 071the ecr-90 radar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 071

identifiying tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 071identifying ground and sea tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . 071using the track history feature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 071checking launch parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 071

the pirate infra-red (ir) system . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 072the thermal imaging (ti) system . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 072the artificial horizon and compass display . . . . . . . . . . . . . . . . . . . . . . . . 072

MANAGING YOUR WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 073the stores display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 073

jettisoning stores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 073FIRING AIR-TO-AIR WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 074

the mauser 27mm cannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 074the meteor bvr missile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 075the asraam short-range missile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 076

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FIRING AIR-TO-GROUND WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 077the mauser 27mm air-to-ground cannon . . . . . . . . . . . . . . . . . . . . . . . . . . . 077the crv-7 unguided rocket . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 078the brimstone guided air-to-ground missile . . . . . . . . . . . . . . . . . . . . . . . . 079the penguin anti-ship missile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 080the alarm anti-radiation missile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 081the paveway iii guided bomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 082the mark 80 series unguided bombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 083the bl-755 cluster bomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 084

ASSESSING AIRCRAFT DAMAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 085FLYING WITH THE AUTOPILOT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 086

waypoint tracking mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 086throttle tracking mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 086

the autopilot in practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 086MANAGING YOUR FUEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 087

engines and fuel display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 087managing your fuel in practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 087

TYPHOON PILOT SPEECH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 088EUROFIGHTER TYPHOON – BACKGROUND INFORMATION . . . . . . . . . . . . . . . . . . . . 090

TECHNICAL SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 099troubleshooting guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 099

driver problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 099video problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 099cd rom problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 099sound problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 099

CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

CONTENTS008

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Figure 1: Game Flow Diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 021Figure 2: The log-in screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 020Figure 3: Entering the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 022Figure 4: The pilot selection screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 022Figure 5: Pilots in the briefing room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 023Figure 6: If you eject over enemy territory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 023Figure 7: Once captured . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 024Figure 8: If you are lucky, the SAS will rescue you from jail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 024Figure 9: Cockpit check… ready to roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 025Figure 10: The PILOT CONTROL BAR at the bottom of the screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 029Figure 11: The GAME CONTROL BAR at the top of the screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 029Figure 12: The Smartcam view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 032Figure 13: The options screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 033Figure 14: The tactical map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 034Figure 15: When the pilot is in the planning room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 035Figure 16: When this icon appears on the PILOT CONTROL BAR, you may influence the flight planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 035Figure 17: This button on the GAME CONTROL BAR will take you to the Mission Roster screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 035Figure 18: The Mission Roster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 036Figure 19: The briefing screen showing map and text information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 036Figure 20: To edit the route . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 037Figure 21: The weapon loading screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 037Figure 22: Air-to-air Package . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 038Figure 23: Interdiction (Strike) Package . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 038Figure 24: Wild Weasel Package . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 038Figure 25: Close Air Support Package . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 038Figure 26: Anti-shipping Package . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 039Figure 27: The Transfer pilot Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 043Figure 28: A page from the online newspaper Europe Today . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 044Figure 29: News from the European Broadcast Company . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 044Figure 30: You are able to save many instances of the campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 046Figure 31: The Main Menu where you select ‘Multiplay Game’ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 050Figure 32: The four options available, showing IPX Directplay or TCP/IP connection types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 050Figure 33: Type IPCONFIG in a DOS box under Windows to see your IP address . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 051

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Figure 34: The Multiplayer Host screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 051Figure 35: When joining a TCP/IP game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 052Figure 36: Choose the game where your host’s name or call-sign appears . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 052Figure 37: In the ‘Multiplayer Join’ menu, select your team colour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 053Figure 38: The Eurofighter Typhoon ‘glass cockpit’ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 055Figure 39: An overview of the principle HUD components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 056Figure 40: The warning arrow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 056Figure 41: The caret . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 057Figure 42: Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 057Figure 43: The altimeter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 057Figure 44: The weapons indicator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 057Figure 45: The G indicator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 057Figure 46: The DASS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 070Figure 47: The map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 070Figure 48: The radar MFD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 071Figure 49: The IRST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 072Figure 50: The TI system . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 072Figure 51: Analogue instruments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 072Figure 52: The stores display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 073Figure 53: The Typhoon’s cannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 074Figure 54: Meteor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 075Figure 55: ASRAAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 076Figure 56: CRV-7 Rockets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 078Figure 57: Brimstone guided missiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 079Figure 58: The Penguin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 080Figure 59: On Wild Weasel missions, ALARM is the weapon of choice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 081Figure 60: The LGB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 082Figure 61: The unguided bombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 083Figure 62: The cluster bomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 084Figure 63: The systems status display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 085Figure 64: The autopilot waypoint mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 086Figure 65: The fuel display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 087

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The Eurofighter Typhoon has been designed to counter any known 21stCentury threat whilst at the same time, fulfiling a large number of airsuperiority and air interdiction roles. With 620 aircraft on order for the airforces of Germany, Italy, Spain and the UK, the Eurofighter Typhoon is oneof the largest combat aircraft programmes in the world. But EurofighterTyphoon is not just about the size of the programme. Its quality as acombat aircraft is second to none and it is for this reason that more andmore air forces are considering the aircraft for their specific air power needs.

Designed and built by EADS Deutschland, Alenia Aerospazio, EADS Espanaand BAE Systems, Eurofighter Typhoon represents the latest in militaryaerospace technology. From its avionics through to its power plants, use ofhigh-tech materials to the weapons that it carries, Eurofighter Typhoonoffers tremendous advantages over its competitors.

The inherent flexibility of Eurofighter Typhoon to undertake high-end air-to-air combat and precision air-to-surface strike rolesdelivers an unmatched mission capability to the air force commander. Thiscapability is derived from a design process which has brought togetherman and machine into a single weapon system. A unique cockpitenvironment provides the pilot with Voice Activation and Sensor Fusiontechnologies to achieve optimal performance. When facing EurofighterTyphoon, the enemy has nowhere to hide.

Modern air forces demand a combat aircraft that can operate in all-weathers, 24 hours a day and survive in a high-threat environment.The aircraft must be able to combat diverse and complex threats and offera complete spectrum of responses. The aircraft must be easily deployable,able to survive and offer the air forces that operate the aircraft, asustainable asset which is simple to maintain and able to sustain highsortie rates.This flexibility is assisted by the aircraft's unique swing-role capability. This

capability means that the aircraft can swing from role to role during thesame mission. Diverse, high-capability sensors such as the CAPTORmultirole radar, PIRATE Infra-Red Search and Track (IRST) electro-opticalsensor, the on-board Defensive Aids Sub-System (DASS) and the MultipleInformation Distribution System (MIDS) provides the pilot with a plethoraof tactical information.

Information overload is not an issue as the aircraft's highly secure missioncomputer refines this sensor input through a process of sensor fusion, topresent the pilot with an accurate, unambiguous and timely picture of theair situation. This information may be presented through the pilot'sHelmet Mounted Display (HMD), the wide-angle Head-Up Display (HUD) orthe three full-colour, large screen Multi-function Head Down Displays(MHDD). Eurofighter Typhoon's sensor fusion capabilities are second tonone and help to make the aircraft a major battle winning asset.

Sensor fusion is just one of the technological factors that givesEurofighter Typhoon the battle winning edge. In terms of its aerodynamicperformance, the aircraft is in a class of its own.

Powered by two EJ200 turbofan engines providing a combined thrust of180 kN in full reheat, the aircraft has tremendous acceleration andexhilarating raw power performance. In dry power, Eurofighter Typhoonproduces 120 kN of thrust, thereby enabling the aircraft to enter thesupersonic envelope without the use of continuous reheat. This not onlyreduces fuel consumption but also provides a major element of theaircraft's stealth capability.

With the aircraft's EJ200s providing the power, the use of carbon fibre andcomposite materials reduce weight whilst adding immense strength to theaircraft's basic structure. Canard flight control surfaces provide addedagility and manoeuvrability whilst the Flight Control System (FCS) ensures

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optimal overall performance throughout the aircraft's flight envelope. Sosophisticated is the FCS that the Eurofighter Typhoon has becomerenowned for its “carefree handling,” a term coined to describe how theaircraft protects the pilot from flying outside the envelope.

Eurofighter Typhoon's use of sensor fusion technologies, voice activatedcontrols, a sophisticated FCS and its carefree handling capabilities, it canbe clearly seen that the aircraft has been designed to reduce the pilot'sworkload to the absolute minimum. In the complex, high-threat airenvironment that Eurofighter Typhoon will be operating in, its user airforces want their pilots to concentrate on fighting the air battle and notfighting the aircraft.

As a weapon system, the Eurofighter Typhoon is without equal. With 13weapons hardpoints, four on each wing and five under the fuselage, theaircraft can carry a variety of ordnance. The standard air-to-airconfiguration comprises four Medium Range Air-to-Air Missiles (MRAAM)carried in under fuselage recesses, and two Advanced Short Range Air-to-Air Missiles (ASRAAM) on outboard pylons. If required, the aircraftcan carry a mix of 10 ASRAAM and MRAAM weapons. Over the comingyears, Eurofighter Typhoon's long-range air-to-air capability will beenhanced through the integration of the long-range METEOR air-to-air missile.

Eurofighter Typhoon will also be able to carry the current range of air-to-surface weapons such as 500, 1000 and 2000 lb bombs, clusterbombs, laser guided Paveway munitions, anti-armour weapons and anti-radiation missiles.

Normal missions will see Eurofighter Typhoon carrying a range of weaponsystems to allow the aircraft to operate in its unique swing-role profile.Here, the aircraft can be tasked in-flight, to undertake a range of missionsfrom ground attack to air-to-air. This inherent flexibility ensures that

the air commander always retains the initiative and is able to keep theenemy guessing.

To summarise, Eurofighter Typhoon is one of the most capable moderncombat aircraft available on the market today. Its high thrust-to-weightratio gives the pilot high instantaneous and sustained turn rates.Combined with rapid acceleration, low wing-loading and high agility,Eurofighter Typhoon possesses the battle winning capabilities that airforces demand. Combine these attributes with sensor fusion and excellentcockpit ergonomics and Eurofighter Typhoon can be seen as the aircraftair forces cannot afford not to have.

Now you can fly it too!

Ian Bustin, Vice President Communications Eurofighter GmBH.

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MINIMUM SYSTEM SPECIFICATION

Pentium 266mhz or equivalentDirectX 7 Compatible 3D Graphics Accelerator card with at least 8 Mb ofonboard RAM2x CD-ROM drive350 MB HDD Install space250 MB HDD Swap space availableA 16-bit stereo sound card compatible with DirectX 5 or aboveMouse, keyboardWindows 95OSR2, 98SE, WindowsME or Windows 200064 Mb of RAM is the minimum; the game will take advantage of more.

If you suffer from prolonged loading periods try de-fragmenting yourhard disk using the Microsoft de-fragmentation tool. This can be accessedfrom the start menu by selecting 'Run' and typing 'defrag' [Return].

You can also reduce loading times by having a permanent swap file on aseparate physical drive to the drive that the game is installed. Changingthe configuration of the Windows swap file should only be undertaken byadvanced users.

At the time of going to press, not all graphics card manufacturers haveensured that their cards are properly compliant with DirectX 7. As a result,some cards may produce unpredictable results. Check the EurofighterTyphoon support web site for advice, and your card manufacturer’s website for newer drivers.

Please ensure you have the latest drivers available for your graphics/soundcard. These should be available on the web sites of the respective manufacturers.

INSTALLING THE SOFTWARE

Open the CD-ROM by clicking on the CD icon in ‘My Computer’. Next clickthe mouse on the set-up icon; choose set-up language will appear. Makeyour choice and press ‘OK’. The Installshield wizard will now run. Click onthe ‘Next’ button to begin the install. Read the license agreement, and ifyou agree to its terms, click on the ‘Yes’ button. Next you will be presentedwith the default installation folder, where the files will be installed. If youwish to use this destination folder, click the ‘Next’ button, otherwise enteryour own destination folder and click the ‘Next’ button. The followingscreen will add icons to the Program Folder. We suggest you leave thedefault selection and simply click the ‘Next’ button. Files will now beinstalled from the CD-ROM to the Destination Folder. This process maytake a few minutes. Next you will receive a message asking you to rebootyour machine should you choose to install DirectX 7. Click the ‘OK’ button.If you have not already installed DirectX 7, click the ‘Yes’ button on theDirectX Setup screen that will appear next, then the ‘Reinstall DirectX’button. When promoted to restart your machine, press the ‘OK’ button.

UNINSTALLING EUROFIGHTER TYPHOON

Eurofighter Typhoon can be uninstalled in two ways: select the uninstallprogram from the "Start->programs->Rage Software->EurofighterTyphoon" menu. This will remove the main program and data files.

You can also uninstall using Add/Remove programs in the control panel:Select the "Add/Remove Programs" from the Control Panel and highlight"Eurofighter Typhoon" component before clicking the "Add/Remove" button.

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Please note that saved games files created by the user while playing thegame will remain after uninstall. These must be manually deleted,especially if you would like to re-install the game. After uninstalling thegame, we recommend that you delete the Eurofighter Typhoon folderprior to re-installing the game.

RUNNING THE CONFIGURATION PROGRAM

Before you start Eurofighter Typhoon, you should run the Configurationprogram from the ‘Start/Programs’ menu. Here you may set the resolutionof the game, and the colour depth (16 or 32bpp) depending on thecapabilities of your graphics card.

To improve frame rate, you can select a lower texture resolution prior tostarting the game. This is particularly useful on PCI graphics cards andcards with less than 16 MB RAM.

The ‘Audio’ tab in the Configuration program allows you to set up yoursound card according to its capabilities.

BEFORE YOU START

Before running Eurofighter Typhoon it is strongly recommended that all other applications are closed.

While installing and playing the game, ensure the following:

• Power Management is switched off on your computer.• Screen-savers are disabled.• Media players of any kind are not running at the same time as the game.• The Windows Task-bar and any card utility software is not set to ‘Always

on Top’, otherwise card utility software may be displayed on top of the game screens and disrupt normal play; e.g. sound-card splash screens.

The more memory you have available the less time the program will spendaccessing the hard disk. 64 Mb of RAM is the minimum; the game willtake advantage of more.

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Esc Eject (pressed twice)Pressing the Escape (Esc) key twice will eject you from the aircraft.

F1 Cycle between full virtual cockpit and HUD only viewThe Head Up Display (HUD) represents flight information projected intothe helmet and a reflective glass plate set in front of the pilot. Because itis easy to understand the relative motion of your aircraft in the HUD view,it is good for tracking targets directly in front of you, especially on groundattack missions.

-/_ Throttle downReduce throttle. Remember this not only slows down the plane, but isused to assist descent.

+/= Throttle upIncrease throttle. Remember this not only accelerates the plane, but isused to assist climb.

T Choose best target for current weaponWhichever weapon is selected, pressing T will result in the most suitabletarget being selected for that weapon on the basis of range and threat value.

Backspace Cycle air-to-ground weaponsTo select a different AG weapon, press backspace. If you select the StoresMFD, you will also see a visual representation of the aircraft’s load-out.

Return Cycle air-to-air weaponsTo select a different AA weapon, press the Return key. If you select theStores MFD, you will also see a visual representation of the aircraft’s load-out.

‘/@ Multi-function display (MFD) range upToggles the range up on all range-dependent MFDs simultaneously.

//? Multi-function display (MFD) range downToggles the range down on all range-dependent MFDs simultaneously.

Z Cycle target selection backwardsPress to change to the next suitable target.

X Cycle target selection forwardsPress to change to the next suitable target.

B Air brakeIn the air this deploys your airbrake.

Spacebar Wheel brakes On the ground this deploys your wheel brakes.

Joystick Trigger Wheel brakesWhen on the runway, the joystick trigger will activate the wheel brakes.

Spacebar Fire WeaponsIn the air, the spacebar fires your weapon.

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SEE ALSO THE ACCOMPANYING KEYBOARD LEAFLET

Esc Eject (pressed twice)Pressing the Escape (Esc) key twice will eject you from the aircraft. Toavoid capture, we recommend ejecting only over friendly territory.

F1 Cycle between full virtual cockpit and HUD only viewThe Head Up Display (HUD) represents flight information projected intothe helmet and a reflective glass plate set in front of the pilot. The fullvirtual cockpit is a realistic representation of the real Typhoon cockpit; topan around this view hold SHIFT while pressing the any of the cursor keys.

F2 Cycle between target padlock internal and external viewIn combat, pilots lock their vision onto a target and track it by turningtheir head. The internal target padlock view simulates this, enabling you totrack targets that fly out of your forward view. The external version of thisview keeps your plane and a targeted enemy within the screen.

These views are available only when you have a valid lock on a visibletarget, indicated by a tracking box containing a diamond indicator.

F3 Cycle between threat padlock internal and external viewWhen an incoming missile threatens you, pressing this key will padlockyour view onto the threat, enabling you to track its progress.

F4 Cycle between wingman padlock internal and external viewThis view enables you to keep track of your wingman, and works the sameway as the target and threat padlocks. Alternating between the internaland external version of this view will help you gain an understanding ofyour wingman’s position in space relative to you.

F5 Moveable external view (use with Num keypad)Select this view to see you aircraft from the outside. You may repositionthe camera by holding down the SHIFT key while pressing any of the

cursor arrow keys. To set the camera zoom, hold down the SHIFT key whilepressing 7 or 1 on the numeric keypad.

F6 Looped fly-by viewIn this view you will see your aircraft fly past the camera.

F7 Weapon viewUse this view to observe the flight of the most recently released weapon.It is a useful view for confirming weapon effectiveness, and forunderstanding the flight characteristics of powered and free-fall weapons.

F8 Target viewPress to obtain a view of your currently selected target. Pressing the targetcycle keys X and C will cycle this view.

F9 SmartviewsSmartviews are created by the virtual movie director. This picks the mostinteresting action and shows you edited sequences. Smartviews havewide-screen borders and running text commentary that describes what ishappening in the scene being viewed.

Smartviews are automatically selected when your currently selected pilot dies.

F11 Zoom out viewDoes the opposite of the F12 key, and allows you to quickly restore yournormal field-of-view.

F12 Zoom in viewWhile in the HUD or cockpit view, pressing this key will zoom your field ofview. It is a handy feature for ground attack missions, where tanks are sosmall that they would normally be too difficult to see clearly, or in air-to-air combat where a plane is too distant for easy visual identification.

Tab Access wingman menusPress TAB to bring up the main menu set, then select the unit you wish to

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communicate with: wingman, strike flight, escort, wild weasel or airbase.Pressing numbers selects sub-menus (see Communicating with other units).

-/_ Throttle downReduce throttle. Remember this not only slows down the plane, but isused to assist descent.

+/= Throttle upIncrease throttle. Remember this not only accelerates the plane, but isused to assist climb.

Backspace Cycle air-to-ground weaponsTo select a different AG weapon, press backspace. If you select the StoresMFD, you will also see a visual representation of the aircraft’s load-out.

Return Cycle air-to-air weaponsTo select a different AA weapon, press Enter. If you select the Stores MFD,you will also see a visual representation of the aircraft’s load-out.

Q Previous waypointTo select previous waypoints in your Nav computer, press Q. The waypointcurrently selected is shown on the Helmet Mounted Display (HMD).

W Next waypointTo select following waypoints in your Nav computer, press W. Thewaypoint currently selected is shown on the Helmet Mounted Display (HMD).

T Choose best target for current weaponWhichever weapon is selected, pressing T will result in the most suitabletarget being selected for that weapon on the basis of range and threatvalue.

P Pause gamePauses game. Press again to un-pause the game.

A Autopilot activate/deactivateSwitches the autopilot on and off using the currently selected mode.

Shift A Autopilot mode switch Make a choice of waypoint mode or throttle mode. Waypoint mode makesthe aircraft head to the currently selected waypoint at the altitude beingflown when the autopilot was set; throttle mode attempts to maintain theaircraft speed at the speed being flown when the autopilot was set.

U Gear up/downRetract and lower the aircraft’s landing gear.

H HUD contrast adjustAdjust the HUD/HMD contrast to suit the lighting conditions of the game.

J Jettison stores menuBrings up a menu that allows you to jettison stores selectively. If you areheavily laden and are attacked by fighters, dump everything to improveaircraft performance.

Shift M Toggle moving map on/offSuperimposes the moving map on the DASS display, or removes it.

‘/@ Multi-function display (MFD) range upToggles the range up on all range-dependent MFDs simultaneously.

//? Multi-function display (MFD) range downToggles the range down on all range-dependent MFDs simultaneously.

Z Cycle target selection backwardsPress to change to the next suitable target.

X Cycle target selection forwardsPress to change to the next suitable target.

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B Air brakeIn the air this deploys your airbrake.

Spacebar Wheel brakes On the ground this deploys your wheel brakes.

Joystick Trigger Wheel brakesWhen on the runway, the joystick trigger will activate the wheel brakes.

Spacebar Fire WeaponsIn the air, the spacebar fires your weapon.

Insert MFD 1 on/offTurns the left-hand MFD on or off.

Home MFD 2 on/offTurns the middle MFD on or off.

Page Up MFD 3 on/offTurns the right-hand MFD on or off.

Delete Cycle MFD 1 Changes the available displays for the left-hand MFD.

End Cycle MFD 2 Changes the available displays for the middle MFD.

Page Down Cycle MFD 3Changes the available displays for the right-hand MFD.

Cursor keys Control aircraftUse instead of a joystick if desired (not recommended)Num 2 Pan view downNum 4 Pan view leftNum 8 Pan view rightNum 6 Pan view upNum + Throttle upIncrease throttle. Remember this not only accelerates the plane, but isused to assist climb.Num - Throttle downReduce throttle. Remember this not only slows down the plane, but isused to assist descent.

INTERFACE SHORTCUT KEYS

Shift T Accelerated timeControl M Map viewControl W War report menuControl R Mission RosterControl T Transfer pilot menu

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In ‘Eurofighter Typhoon’ you will control and manage six pilots in realtime, a feature made possible by the event-driven dynamic campaign. Setin Iceland sometime in the first half of the twenty-first century,Eurofighter Typhoon combines the tension and excitement of WWII styleair combat with the power and agility of fifth generation fighters.

When a war erupts in Europe, sparked by troubles in the former SovietUnion, Iceland is drawn into the conflict, becoming the balance point ofan immense conflict that threatens to escalate into World War III. Yourperformance in pitting a small team of Typhoon pilots against waves of

determined invaders will make the difference between Peace and a NewOrder in Europe.

The game starts in peacetime, giving you opportunity to train andfamiliarise yourself with the aircraft. Gradually, you will learn of escalatingviolence in Europe before being placed on maximum alert. Before long,the first signs of invasion will appear, and you’ll begin to feel yourisolation from NATO’s main forces. Next, the invasion will arrive in full-force and you will represent the few against the many.

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The user interface allows you to navigate effortlessly through yourmanagement responsibilities as well as your pilot duties. You never leavethe 3D as the game plays out in real time around the clock. Menus slideinto view when you move the mouse cursor to the top or bottom of thescreen. All aspects of the interface are controllable with the mouse,although we have provided some keyboard shortcuts for players whoprefer this approach, or who wish to program a peripheral controller withinterface functions.

The two principle components of the interface are the ‘GAME CONTROLBAR’ accessed by moving the mouse to the top of the screen, and the‘PILOT CONTROL BAR’ accessed by moving the cursor to the bottom of thescreen. The ‘GAME CONTROL BAR’ will give you access to options, missioneditors, reports, time acceleration and the mission roster; the ‘PILOTCONTROL BAR’ is where your central point for managing and monitoringthe activities of the pilots.

HOW TO LOG-IN

The first time that Eurofighter Typhoon loads, you will be presented withthe Log-in menu. Enter your name here by typing in the box at thebottom of the screen, and click on ‘OK’; when you save the campaign, itwill be associated with this name. If you want to save several campaigns,use different log-in names. This feature is also useful when severaldifferent players use the same PC to play Eurofighter Typhoon. Your log-inname will also be used to identify you in multi-player games. Use the‘Next Players’ key if the list is full.

Figure 2: The log-in screen. Type your name in the bottom window andpress ‘OK’.

START IN PEACETIME OR WARTIME?

The core of the game is an event-driven dynamic campaign, whichcombines the uncertainty of dynamic events with a dramatic storyline. You enter either in peacetime or at the outbreak of hostilities. When youstart in peacetime, you will fly practice missions that will familiarise youwith the aircraft controls and user interface. This is recommended the firsttime you play Eurofighter Typhoon. Gradually, you will become aware ofthe fact that Europe is going to war and that Iceland will come underthreat. If you are already an experienced simulation pilot, or playing thecampaign for the second time, you may wish to start the campaign in wartime.

Figure 1: Game Flow Diagram (FAR RIGHT) Each box represents anindividual component of the game. Inside the dotted box are the main 3Dmodes. Outside are the interface and management menus.

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STARTING THE GAME 021

ObserveThe Action

Start

Login

Game Intro Quit

Main Menu CREDITSHall of Fame

MissionRoster

Multiplay

Save Game

MissionBriefing

MissionEditor

War Report

Options

Theatre Map

TransferRequest

Play Mission

CampaignSelection

PilotSelection

Main Play Components

Timeout

Move Mouse Quit Load Game New Game

Timeout

Move Mouse

Figure 1: Game Flow Diagram

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Figure 3: Entering the game. Choose whether to load a saved game, orstart a new game. Start in peacetime if you want time to train.

TRAINING MISSIONS

There are two ways to access training missions. The first is by starting inpeacetime and waiting for the missions to be briefed to your pilots.Another method is to access the multiplayer games offline, and fly the co-operative missions. In these missions you will have a variety of air andground targets to deal with.

Figure 4: The pilot selection screen.

PILOT SELECTION

You select six pilots at the beginning of the game. Look carefully at theirbackground and skills, and choose the combination that you think willgive you the winning edge (see Pilot Intelligence Files). The pilots that youpick will also influence the types of missions that are generated; forexample, if the majority of pilots you choose are air-to-ground experts,expect to fly mainly strike missions. Each pilot will be posted at one of the many airfields around the island. During the game, you must assess whethertheir airfield is in danger via the report menus, then transfer those pilots at high risk to safer airfields using the ‘Transfer pilot Menu’.

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PILOT PROFILES

Name: Robert TurnerNationality: BritishCallsign: ARROW

Age: 40Service: Royal Air ForceICEFOR Base: DjupivogjurExpertise: Wild Weasel (Suppression of Enemy Air Defenses)Hours on Typhoon: 1,000Health: Average. Good stamina for his age but has shown

symptoms of stress-related illness.Survival skills: Excellent. Escaped capture in Bosnia after his

Jaguar 2000 was hit by a Serbian shoulder-launched SAM.

Personality: Outspoken and brusque. Robert is a veteran, havingseen action in Bosnia and Northern Iraq. He islikely to prove a handful if captured.

Name: Salvador RodriguezNationality: SpanishCallsign: ASSASSIN

Age: 29Service: Ejercito del Aire ICEFOR Base: BolungExpertise: StrikeHours on Typhoon: 500Health: Excellent. Has never taken time off for illness.Survival skills: Below average in training. Personality: Cold and calculating. Salvador is known for his

machine-like precision, hence his callsign. Not asocial animal.

Name: Lars BorgvallNationality: SwedishCallsign: CHEF

Age: 28Service: Svenska Flygvapnet ICEFOR Base: BudhardaurExpertise: StrikeHours on Typhoon: 300Health: Variable. Suffered from Hepatitis A, requiring a

prolonged recovery period.Survival skills: Excellent. Lars is a natural survivor. Personality: Charming and sophisticated but with an arrogant

streak.

Name: Harmi NeharaNationality: BritishCallsign: HARMONY

Age: 26Service: Royal Air Force ICEFOR Base: BlonduosExpertise: StrikeHours on Typhoon: 100Health: Poor. Broke a leg prior to the ICEFOR posting.Survival skills: Below average. Personality: Hard-working rookie and a good team player

popular with peers and superiors.

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Name: Jon VikNationality: NorwegianCallsign: REDHAT

Age: 24Service: Kongelige Norske Luftsforsvaret (KNL)ICEFOR Base: KongeligeExpertise: Wild Weasel (Suppression of Enemy Air Defenses)Hours on Typhoon: 500Health: Average. Susceptible to colds and influenza.Survival skills: Average. Performed best on the desert courses.Personality: Level-headed and good in a crisis. A natural leader.

Name: Markus ZieglerNationality: GermanCallsign: BARON

Age: 24Service: LuftwaffeICEFOR Base: ArkranesExpertise: Wild Weasel (Suppression of Enemy Air Defenses), trainer.Hours on Typhoon: 500Health: Variable. Has been advised to give up smoking and drinking.Survival skills: Excellent. Holds records for survival and evasion of

capture during NATO exercises, and has combat experience.

Personality: Ex-trainer, aggressive and direct as many of his students will testify.

Name: David TeoNationality: BritishCallsign: BALDRICK

Age: 28Service: Royal Air ForceICEFOR Base: BakkafjordhurExpertise: StrikeHours on Typhoon: 100Health: Variable. Has sporadic problems with blood pressure.Survival skills: Below average. Personality: Short-tempered and a poor socialiser. A rookie

but with excellent flying abilities.

Name: Heather O’ConnerNationality: BritishCallsign: MIDNIGHT

Age: 25Service: Royal Air ForceICEFOR Base: HolmavikExpertise: Air-to-airHours on Typhoon: 450Health: Excellent health.Survival skills: Below average. Personality: Extremely popular team-player. Has good

leadership skills and is not afraid to make difficult decisions.

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Name: Paulo ArmaniNationality: ItalianCallsign: DUKE

Age: 35Service: Aeronautica Militare ItalianaICEFOR Base: EgilsstadirExpertise: Air-to-airHours on Typhoon: 450Health: Excellent health.Survival skills: Average. Personality: Serious and opinionated individual who has also

flown Tornados.

Name: Pierre CorbinNationality: BelgianCallsign: VILLAIN

Age: 35Service: Belgische LuchtmachtICEFOR Base: DalvikExpertise: Air-to-airHours on Typhoon: 450Health: Excellent health.Survival skills: Good. Walked 200 miles to friendly lines in

Northern Iraq after crash-landing in a rescue helicopter.

Personality: Popular individual with sound leadership skills and a good combat record.

Once you have chosen six pilots, press the OK button to proceed intothe campaign.

EDITING CALL SIGNS

It is possible to edit the call sign for each pilot. Simply place the cursornear to the call sign shown in bold on the pilot information panel, clickthe left mouse button and enter the new text.

TOP GUN AWARDS

Achieving a notable score will result in your inclusion in the Top GunAwards, which will appear during the demo mode shortly after startingthe game.

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Figure 5: Pilots in the briefing room, prior to planning.

You should choose your pilots with care, because your decisions at thebeginning of the game will have repercussions later on. Look carefully atthe number of hours each pilot has logged on the Typhoon. This will giveyou and indication of the pilot’s knowledge of the plane and flying ability.Look also at the pilot’s age: those with low hours may be inexperiencedyoungsters, or more experienced pilots with low hours on the type.

Figure 6: If you eject over enemy territory, the bad guys will almostcertainly get you.

Check the pilot’s health record. A poor health record will affect the pilot’srecovery time if injured, and may spell the difference between life anddeath. The fittest pilots will have the best chance of recovery and thefastest recovery times, ensuring the pilots are back in the air after spells inhospital. Being captured by the enemy will take its toll on the less fit.

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Figure 7: Once captured, you will be interrogated. Your personality willdetermine the severity of the beatings, and your health determineswhether you survive.

Survival skills determines firstly how likely the pilot is to avoid death byejection once the aircraft has become critically damaged while not underyour control. Secondly, it determines how well the pilot is able to copewhen out in the wilderness after ejection or forced landing. Good survivalskill mean that the pilot has a much better chance of being rescued and ismuch more likely to evade capture by the enemy. In captivity, survivalskills will also help to keep the pilot alive in adverse conditions.

Figure 8: If you are lucky, the SAS will rescue you from jail and beforelong, you’ll be flying again… ..if your health hasn’t suffered too badly,that is...

Personality is important, because it determines whether the pilot will beable to negotiate out of awkward situations or whether he or she is morelikely to antagonise captors. This is also important when incarcerated byyour own side, and the pilot needs to convince superior officers to turn ablind eye to misdemeanours. It could mean shorter spells in allied jails. Inenemy captivity, an amenable personality will escape prolonged and brutalinterrogation, and may avoid it altogether.

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Figure 9: Cockpit check… ready to roll.

ONCE YOU ARE IN THE GAME

Remember, you will start in the pilot’s mess. Each pilot will be relaxing inthe canteen of the relevant airbase. Watch the PILOT CONTROL BAR to seewhen a pilot’s status changes. If you have started during peacetime, thefirst training mission will be generated shortly after entering the mess. Ifyou have the Helper function switched on, cards will pop-up to tell youwhat to do. If you prefer, these may be switched off from the optionsmenu that is accessed from the GAME CONTROL BAR (via the spanner icon).

DISCIPLINE AND COMPASSION

Eurofighter Typhoon tracks your pilot’s actions, records misdemeanors andmeters out discipline. As a player, the punishment is having one of yourpilots out of action for an unspecified time.

Missing a waypoint where action is specified will result in a severereprimand. If you repeat this offense on several occasions, you will bedisciplined and forced to spend a time in jail. The length of time dependson how well the war is going. Heavy landings will also invoke the wrath ofthe base’s Commanding Officer. Shooting your own side – a blue-on blueincident – will also result in disciplinary procedure, possibly jail. So willlanding at the wrong airbase without a valid reason. If your aircraft is outof fuel, badly damaged or out of weapons, there is less likelihood of beingreprimanded. If you do land at the wrong airbase, your plane will berepaired, re-armed and re-fuelled.

Pilots who are forced to eject may be captured if they are over enemyterritory. If you are lucky, a rescue helicopter and recovery team willsearch for you and pick you up. You will not last long in the freezingIcelandic waters, which is why you must try to reach dry land beforeejecting. If you are captured, an SAS team may try to rescue you, if youare lucky. However this could take a considerable time to organise. Thosewho are rescued and fail a medical check-up will spend time in hospitalbefore being returned to duty.

If you do well, you can also expect to be rewarded… not only with officialrecognition, but with increasingly tougher missions!

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INTRODUCTION

Once in the game, you will find yourself in the pilot’s mess hall. Your maininterface to game functions is via two menu bars that appear at the topand bottom of the screen, the GAME CONTROL BAR and PILOT CONTROLBAR. To access the PILOT CONTROL BAR, move the cursor to the bottom ofthe screen; to access the GAME CONTROL BAR, move the cursor to the topof the screen.

Figure 10: The PILOT CONTROL BAR at the bottom of the screen. Note theicons that describe the current activity of each pilot.

Figure 11: The GAME CONTROL BAR at the top of the screen.

NOTE: if you are flying a plane when you access a menu, the plane maycrash if you do not pay attention. We suggest that you activate theautopilot waypoint mode before activating a menu from the cockpit, oruse the pause key.

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THE PILOT CONTROL BAR

The PILOT CONTROL BAR in the game will show you the status and currentactivity of each pilot under your care. Once you have selected the pilots,move the mouse cursor to the bottom of the screen to access the PILOTCONTROL BAR. Icons represent the current activities of each pilot (see below).

Even if you are not in control of a pilot he will still perform his militaryduties in addition to personal activities such as resting and sleeping. If oneof your pilots dies, that resource is lost for the rest of the campaign. If youare lucky, pilots captured after ejecting over enemy territory may berescued. In this event, each pilot will eventually be returned to duty aftera ride in the rescue helicopter and a spell in hospital (so if a pilot has toeject, make sure it’s over friendly territory). If you lose all your pilots thenthat is the end of the game. Your pilots will be precious resources that youwill need to protect if you are to win the war.

PILOT STATUS ICONS

Check the icons to see what your pilots are up to. If one gets into danger,the PILOT CONTROL BAR will draw your attention to the fact. The colourof the border surrounding the icon denotes the level of danger that thepilot is in, and how much your attention is required. Red is the highestlevel, and means that the pilot is in mortal danger. Green means that thepilot is in no danger.

Award. You’ll see this when a pilot has done well.

Pilot briefing. During this phase it is not possible to alter theflight planning

Planning. When this icon appears, you will be able to adjust theroute and weapons load by calling the relevant menus throughthe GAME CONTROL BAR.Plane damaged. This plane has been hit and the pilot is in trouble.You might want to help and ensure that the pilot at least reachesfriendly territory, in order to avoid capture after ejection.Pilot dead. Death may occur at any time in the air, or on theground and in captivity. Let it serve as a grim reminder to keepyour other pilots in good health. Dogfighting. This pilot is engaged in a dogfight, so if you arenot already too busy you might like to help.

Ejection. This pilot has ejected. You may wish to check whetherthe pilot has ejected over enemy territory, in which case he orshe may be captured.Returning from mission. The pilot has reached the final missionwaypoint and is about to land.

Flying on mission. This pilot has been briefed and is on the wayto the target or area of action.

Pre-flight check. The pilot is getting into the aircraft ready fora mission.

Jail. This pilot is in an allied jail for committing an offense, or anenemy jail after being captured.

Mess. The pilot is relaxing in the mess, eating and trying toforget the war for a minute or two.

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Reprimand. The pilot has endangered his colleagues and isbeing disciplined. If the offense is serious enough, a jailsentence will follow.Rescue. The helicopter has picked up the pilot and is returninghim or her to safety.

Sleeping. Everyone needs to take a break. A well-rested pilotwill perform better than a tired one.

Ground attack. The pilot is on a ground-attack mission.

Interrogation. The pilot is in enemy hands and is underinterrogation. If you are lucky, the pilot will survive and may berescued.Waiting for rescue. The pilot has ejected safely and is using aTACAN radio transmitter to call a rescue helicopter. With luck,the pilot will be picked up and returned to base. A short spell in hospital may follow.Waiting for rescue (sea). The pilot has ejected safely and is inwater waiting for a rescue helicopter. With luck, the pilot willsurvive, be picked up and returned to base. A spell in hospital will certainly follow.Hospital. The pilot has sustained injuries and is recovering inhospital. The severity of the injuries determines the length ofstay. Some pilots may never make it out alive!SAS jail-break. This is your ‘get out of jail’ card. It means thatthe SAS have arrived to spring you out of jail. Expect to be on-board a helicopter next, on your way back home.

Dying in hospital. You have sustained serious injuries fromwhich there is little likelihood of recovery.

Captured. You have ejected over enemy territory and theirtroops have found you. This is the beginning of your ordeal incaptivity.

The PILOT CONTROL BAR In Use• You will be able to jump around and control any of these pilots at will

by clicking on one of the icons. While you are not in command of a pilotthe computer will take over control of that pilot.

• When the pilot becomes endangered or makes a change in routine, the PILOT CONTROL BAR will alert you to the fact by popping up at the bottom of the screen. At this point you may decide whether to act on behalf of that pilot. If you decide to do nothing, the bar will disappear until the next event occurs.

• The icon backgrounds will also change colour to reflect the risk level tothat pilot; e.g. green is low risk; amber is medium risk; and red is high risk.

NOTE: If you have a joystick with a throttle: when you swap aircraft viathe PILOT CONTROL BAR, the last used throttle setting is maintained.Take care when swapping aircraft to ensure you always check thethrottle settings.

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SMARTCAM INTELLIGENT VIEWING SYSTEMIf you press the Smartcam icon shown here, located on the PILOTCONTROL BAR, you will be shown selected scenes from around the

theatre of war. The Smartcam system has been developed to delivercinematic style cuts of the action. You’ll know when you are in this modebecause the 3D is shown in a wide-screen letterbox format so that youdon’t get confused into thinking that you are on an external view such asF5. A teleprinter style system will inform you of where the action is takingplace, and what each aircraft is doing.

Figure 12: The Smartcam view also gives you information on the evolving scene.

At key moments in the game, Smartcam will automatically focus on anitem of highest importance. This may disrupt normal Smartcam viewingmomentarily, but do not be alarmed. You need to know what is happeningwhen a special event occurs, and this is one way to get your attention.

OBSERVER MODE

If you click twice in succession on the pilot icons showing aircraft inflight, you will be put in ‘observer’ mode. Now you will be able to watchthe action from a third person perspective, while the computer flies theaircraft. This is particularly useful while learning about the game.

THE GAME CONTROL BAR

This bar is accessed by moving the mouse up to the top of the screen. Itcarries the functions needed for game set-up and control. From here, forexample, you will change the audio and graphics set-up, receive reportsabout progress of the war and plan missions.

GAME CONTROL BAR ICONS

Quit the game.

Pause the game.

Run the game at normal speed.

Run the game at high speed.

Access the ‘Game Information’ screen.

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Save the game.

Access the ‘Options Screen’.

Access the ‘Tactical Map’ screen.

Access the ‘Mission Roster’ screen.

Access the ‘Transfer pilot’ screen.

Access the ‘War Reports’.

GAME OPTIONS

Figure 13: The options screen. You are able to change options ‘in-game’.

Graphics: Depending on your PC configuration, it may be necessary tobalance graphical detail against a good frame-rate for smooth gameplay.Eurofighter Typhoon lets you do this in several ways.

Horizon distance: These buttons control how far into the distance you areable to see. On slower machines, choosing a closer horizon will improveyour frame-rate. The settings are 20 km, 30 km or 40 km (12 miles, 19miles or 25 miles).

Clouds: Inclusion of the complex cloud formations does much to enhancethe look and feel of Eurofighter Typhoon. However, even on the mostbasic setting, there will be clouds that have an impact on your missions.

Narrow field-of-view: works like a zoom lens. Less of the scene is drawn,which helps to improve the frame rate.

N.B. In some cases, upgrading your graphics card may be all that’sneeded to improve the games performance.

Audio: Mix the elements of Eurofighter Typhoon’s sounds to suit yourselfusing these sliders. Note that the music does not play all the time duringthe game, but plays a variety of discrete pieces triggered by dramatic events.

Music: Use the slider to adjust the volume. With the slider set to the left,no music will play.

Sound Effects: Use the slider to adjust the volume. With the slider set tothe left, no sound effects will play.

Speech: Use the slider to adjust the volume. With the slider set to the left,no speech will play.

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Other: Use these buttons if you use the mouse to control the aircraft butare having trouble with the orientation of the pointer, or you do not need in-game assistance.

Mouse sensitivity: when using the mouse as a flight controller, this slideradjusts the sensitivity of the aircraft to movements of the mouse.

G-effects: when you pull a tight turn inside a circle, gravity or ‘G’ isamplified. When this exceeds a certain limit, the blood moves away fromthe brain causing a ‘black-out’. Pulling tight turns outside of a circle forcesblood into the head and causes a ‘red-out’. The default setting is for theseeffects to be simulated in the game, for added realism. If you feel theydetract from your game, simply switch them off here.

Invert mouse: when using the mouse to control the aircraft, the defaultsetting pitches the aircraft up when the mouse is moved up the screen.Press this button to reverse the mouse input in pitch, so that moving themouse up the screen will pitch the nose down.

Help mode: when first using the game, help screens will appear each timea function must be activated, showing which keys need to be pressed. Ifyou are a complete beginner, we suggest that you leave this function onthe first time that you play the game. More advanced users may prefer tode-activate this function.

Difficulty level: there are three settings, easy, medium and hard. Thedifference between the three is controlled by the effectiveness of yourweapons, with easier kills being scored in ‘easy’ mode.

Figure 14: The tactical map gives a handy overview of the war’s progress

THE TACTICAL MAP

To gain a fast overview of the war, access the tactical map from the GAMECONTROL BAR or by pressing CTRL M.

The tactical map has several overlays. It shows you where your pilots are,plus the location of the airfields and SAM sites. It will also give you anoverview of the enemy’s current position and the location of the ForwardEdge of Battle Area (FEBA).

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Figure 15: When the pilot is in the planning room, you have theopportunity to alter waypoint routes and weapons.

The silhouette shows where in Iceland your pilots are located atthe present time.The SAM icon shows the position of air defence systems.

The flag icon shows you the location of all airbases.

The ‘shaded’ icon shows you zones of occupation: red for theenemy; green for the allies.The ‘T’ icon shows you any targets that are relevant to yourcurrent mission.The ‘magnifying glass’ icon allows you to select one of two scalesfor the map.

PLANNING MISSIONS

As the game runs, Air Tasking Orders (ATO) and flight planning are handledby the campaign AI. However, when a pilot enters the flight planningphase, you have the opportunity to alter the planning and weapons load-out of your aircraft. Watch out for the scene in the map room, orwatch for the icon shown in Figure 16 to appear.

Figure 16: When this icon appears on the PILOT CONTROL BAR,you may influence the flight planning.

To access the planning facility, make the GAME CONTROL BAR visible andpress the button shown in Figure 17.

Figure 17: This button on the GAME CONTROL BAR will take you tothe Mission Roster screen, where all currently active missions foryour pilots are shown.

You will now be presented with the Mission Roster (Figure 18), which willshow you who is doing what at the present time. Select any pilot who is in‘planning’ and click once with the left mouse button. A red highlightappears around the pilots details and you will then be taken to theMission Briefing screen (Figure 19). From time to time you will see‘cancelled’ in the roster. This simply means that a slot had becomeavailable to launch a mission, but insufficient resources were available toexecute that mission. At this stage, no objectives have been identified.When there are three or fewer player pilots available to take missions,computer controlled pilots will fly them. This is indicated in the missionroster where you see OTHER in the pilot column. This will not impair yourchances of winning.

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Figure 18: The Mission Roster. To plan a mission, look for a pilot whosestatus is ‘Planning’ and click on that pilot.

You will be presented with the Mission Briefing screen (Figure 19), whichshows a map of the route to the target and a description of the importantmission elements. Briefing information will include your take-off time, themission, your role in the mission and your objectives.

Figure 19: The briefing screen showing map and text information. Fromhere you access screens to edit your weapons and waypoints.

Editing Your Route

Waypoint editing is accessed by pressing the ‘Edit Waypoint’ icon shownabove. You will be able to pick up a waypoint by placing the mouse over itand holding down the left mouse button.

Additional briefing information can be obtained by pressing the small iconshown above.

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Figure 20: To edit the route, pick up the key nodes and drag them usingthe mouse. Waypoints can be added by pressing the mouse cursor ontothe small 'x' on each line.

Editing your weapons

If you do not use this facility, an optimum package will be selected foryou. To select your own choose the ‘Edit Weapons’ button (shown above)from the Briefing Screen (see above). To place a single weapon, select therelevant button, place the cursor over an appropriate pylon and press theleft mouse button. Weapons not suitable for certain pylons will not bemounted. To de-select a weapon, choose from the list on the right, hold thecursor over the weapon to be removed and press the left-hand mouse button.

Figure 21: The weapon loading screen offers the choice of single weaponsor packages.

Under the buttons 1 - 5 you will be offered up to five pre-selectedpackages suitable for the mission you are currently flying. Press the button with the gunsight icon to remove all weapons from their pylonsand leave the aircraft armed with guns only.

When you are happy with the weapons on the plane, press the OK button.

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Figure 22: Air-to-air Package.

Figure 23: Interdiction (Strike) Package

Figure 24: Wild Weasel Package.

Figure 25: Close Air Support Package.

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Figure 26: Anti-shipping Package.

FLIGHT ROLES

Air InterceptThis role involves intercepting targets entering friendly airspace.Eurofighter Typhoon is ideally suited to the task, with its superbacceleration and high speed for pursuit, agility for close combat, andoutstanding sensors. Weapons will include the Meteor BVR (Beyond VisualRange) missile, the ASRAAM short-range missile and cannon.

Air KillTo kill designated, High Value Assets (HVA’s) requires an aircraft withstealthy qualities, speed and reliable missiles with effective all-aspect tracking.

EscortPatrolling the skies demands an aircraft with fuel economy and endurancewhile on station, plus speed and agility while engaging the enemy. Typicalmissions for an aircraft capable of this role are escort, strike flight orCombat Air Patrol (CAP).

Wild WeaselThe Wild Weasel role is synonymous with air-to-ground missions designedspecifically to destroy an enemy’s air-defence system. Typically, a flighttasked with this mission will enter enemy airspace ahead of a strike flight,clearing a path through the Surface to Air Missile batteries. Specialisedweapons have also been developed for the role. In Typhoon, these are theALARM anti-radiation missile, which homes in on the SAM’s radar, andcluster bombs, which are used to devastate a wide area around SAM sites.

StrikeAny type of mission that involves hitting ground or sea targets usesaircraft in the strike role. Weapons used include unguided bombs, guidedbombs, unguided rockets, guided missiles and cannon.

TransportTo carry materiel and people from A to B demands an aircraft optimisedfor the transport role. This is also a typical role for helicopters such as theChinook.

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MISSION TYPES

InterdictionInterdiction involves destroying identified targets behind enemy lines,typically with guided weapons. Deep interdiction means travelling farbehind enemy lines, although battlefield air interdiction (BAI) may involvejust a short trip over the front-line. Interdiction missions typically involveone or more strike flights, wild weasel flights to take care of the airdefenses, and an escort to provide top cover against air interception.

NOTE: Aircraft will generally make one pass over a target and drop onlythe number of weapons deemed sufficient to destroy the target.

Close Air Support (CAS)On the CAS mission, you will be expected to attack moving targets on thebattlefield in support of your own tanks and infantry. The relative speed ofthe attacking aircraft, coupled with the danger of strikes from shoulderlaunched weapons conspire to make CAS one of the riskiest mission types.

Airfield DenialIf any enemy is unable to use their airfield, planes will stay on the groundwhere they are no threat and are easier to destroy. Airfield denial missionswill target runways, hangars and communications facilities. Weapons willvary but typically include guided and unguided bombs.

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Ground InterceptAttacks against categories of moving ground targets with no clearlydefined co-ordinates are called ground-intercepts. They may includevehicles such as tanks and trucks. Typical weapons will include unguidedbombs, cluster bombs, unguided rockets and guided missiles.

ScrambleAt times of highest alert, pilots often sit in their cockpits for long hoursawaiting the order to scramble to intercept an incoming attack. In Iceland,the close distances between enemy and allied forces invariably means thatyour airbase is the focus of an attack. The emphasis is on getting airbornefast and within firing parameters before the attack hits.

Air superiorityAir Superiority missions aim to achieve total domination of the skies overthe battlefield. Air-to-air engagements at long, medium and short rangeare typical of the mission, using Beyond Visual Range (BVR) missiles, andthe highly agile Advanced Short Range Air-to Air Missile (ASRAAM) fordogfights.

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Combat Air Patrol (CAP)Combat Air Patrols comprise one or more aircraft flying a racetrackpattern at 20,000ft over a designated point. If a pair of aircraft isinvolved, each plane will fly opposite the other so that the maximum areaof sky is covered by both radar. The moment enemy intruders are detected,the aircraft will intercept them and if fuel allows they will return to theCAP station after launching their Meteor missiles.

Supply/MEDEVACThese are missions flown by transport aircraft, and involve bringingsupplies and evacuating casualties. You may be escorting someone intothe war zone, so be prepared.

FerryWhenever you transfer a pilot, a ferry mission is generated between theexisting airbase and the new destination. It is a simple, direct flightdesigned to get the pilot and the aircraft to the new destination as quicklyas possible.

Training MissionsThere will be no specialised training section in Typhoon, but the playermay begin the game in peacetime and fly training missions there. Traininginformation will also be given to the player as they play the game.Instructions will also be given on how to use the interface. Please notethat training is given only to the first pilot you select. Changing pilots willresult in de-activation of the help function. In addition, once help isswitched off in a game, it cannot be used again in that particular game.

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Figure 27: The Transfer Pilot Screen.

In training, mission types will range from simple take-off and landingexercises, to weapons usage. In addition, players can use the multiplaysection for additional training. Simply host a TCP/IP game, then select anymission against computer controlled opponents.

TRANSFERRING PERSONNEL

When you enter the game, your pilots are posted to airfields around theisland. As the Russians invade, you’ll need to check that none of yourpilots remain at an airfield that is endangered by advancing troops. If yourpilot is at an airbase that is captured, the enemy will jail that pilot.Conversely, you might find it necessary to move pilots closer to the front-line in order to ensure participation in the battle. It’s also possible todeliberately move pilots to airfields out of harm’s way in order to ensurethat you have fresh pilots on hand. To transfer a pilot, first choose the

relevant personality by clicking on the relevant image. Next place your cursor on the map and point to the airfield where youwant to transfer the pilot. The name of the original airbase and the newairbase are shown in the ‘From’ and ‘To’ boxes. Click on the following iconto generate the necessary ferry mission from one base to the other.

Once you are happy with your selection and ferry mission, click on thefollowing icon.

INTERPRETING REPORTSYou will discover distinctive phases in your war that reflect the changingfortunes of both sides. You will learn of your situation on a theatre-wideand international level through the media of Internet reports andtelevision. One thing to remember is that information on public channelsmay sometimes be incorrect, which often happens in wartime. This is the‘fog-of-war’ effect that will sometimes keep you guessing. In addition,your intelligence reports are not absolute reflections of the game data,but rough and ready assessments. Occasionally, you may find theirinaccuracy is in your favour; more likely you will find a nasty surprise. Beware!

Internet War reportsThe player will get regular war updates telling him the progress of the war,the current strategy and the reasons for the strategy. The player willappreciate the wider issues are in the war without having to interpretcomplex graphs and statistics.

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Figure 28: A page from the online newspaper Europe Today, which willreveal information about your progress in the war.

The reports are accessed via the GAME CONTROL BAR using the iconshown below.

NOTE: Internet war reports will not be generated until the war is wellunder way.

Figure 29: News from the European Broadcast Company.

TV ReportsReporting will be supplemented by TV newsroom reports, providingperipheral information from the wider theatre of war. A flashing icon willappear on the GAME CONTROL BAR to tell you that a report is being broadcast.

You can opt to watch it there and then, or wait for a moreconvenient moment and access it through the GAME CONTROL BAR.

You should pay careful attention to these reports, because they containuseful hints on the war’s influence on Iceland.

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The hub of Typhoon is the war that is fought in campaign mode. Virtualcommanders determine the appropriate strategy and tactics as the warunfolds. Each commander determines a list of targets for airbases to acton. Each air base will then from time to time look at the list and pick atarget to attack. At this point a planned mission is generated andscheduled for departure and placed in a queue of pending missions.

The campaign module is responsible for fighting the war. It does this byconsidering each protagonist in turn, examining its current objectives andstrategy, then generating appropriate missions for both air and ground vehicles.

In the campaign, virtual commanders deduce the objectives and strategiesof each protagonist. It is they who calculate the balance of power anddecide whether a change of strategy is called for. They also portrayqualities of aggressiveness or fear that will determine whether the chosenstrategy leans towards attack or defence. In other words, the campaignengine simulates the commanders’ willingness to take risks. During thecampaign, you will be able to see evidence of this at work by the variousheadlines generated in the WWW reports, and the newscasts.

THE INVASION

The crux of the campaign is the invasion of Iceland. The enemy forces willcome and they will overwhelm the island’s defenses initially, allowingthem to secure a beachhead and foothold. However, your performancefrom the onset of hostilities is critical in determining how long theconflict lasts. Initially, you will fly a variety of air-intercept missions,together with anti-shipping attacks designed to hit the amphibiouslanding and its support ships.

Once established on the island, the enemy will attempt to gain airsuperiority and capture territory. They will also attempt to ferry military

aircraft into captured airbases and re-supply their forces. You will need tokeep a close eye on where your pilots are located, and if they are underthreat, you should transfer them to a safer airfield further from the Forward Edgeof Battle Area (FEBA). Your objective is to keep the invaders at bay anddrive them back into the sea with the limited resources at your disposal.

THE AIR WAR

Principle roles of the Eurofighter Typhoon are to gain Air Superiority overthe battlefield, then to clear the way for ground forces to take and occupyterritory. You will be pitched against a variety of aerial targets. These willinclude supersonic bombers, whose main objective is to hit centres ofgravity that allow your forces to operate, such as communication nodesand airfields. They will be backed up by air and submarine launched cruisemissiles, which are small and relatively fast moving targets that aredifficult to hit. You’ll have a range of fighters to deal with, includingadvanced types that will appear later in the game. They’ll be challengingyou for superiority in the air. Finally, you will be tasked with destroyingground-attack aircraft and attack helicopters that could decimate yourground forces and severely weaken your ability to wage war.

THE GROUND WAR

An intense ground war is a key feature of the Typhoon campaign. Theground units pick targets just as the airbases do. The ground groups followa road system, routing towards the selected target, as they approach theywill attack, defend or pick a new target.

In Typhoon, the war will be won or lost by the territory won and held byground forces. As a pilot, it is your job to ensure that your army gains theupper hand. You’ll do this firstly by ensuring ‘Air Superiority’ over theenemy, and secondly by destroying key targets and forces from the air. For

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example, by clearing enemy tanks from a freshly captured sector, yourtroops will be able to recapture the area and dig-in.

The targets to be attacked from the air will be many and varied, and willhave different strategic and tactical values. For example, air defence radarand communication nodes are high-value targets whose destruction willerode a force’s ability to wage coordinated warfare. Destruction of fueland ammo supplies will also deteriorate a force’s fighting ability.

Important ground targets will be well defended by Surface to Air Missiles(SAMs), making the approach dangerous. On attack missions to welldefended targets, you may be accompanied by Wild Weasel flights, whichare equipped with radar-seeking missiles designed to destroy SAMs. Youmight also wish to carry your own anti-SAM weapons, just in case.

At sea, it is vital that you prevent enemy supplies from reaching occupiedports. You will therefore fly anti-ship missions using standoff weapons,but when stocks of these weapons are depleted you will be forced to userockets, anti-armour missiles and bombs, forcing you into the highlydangerous defensive envelope of the Russian fleet.

SAVING AND LOADING CAMPAIGNS

SAVING A CAMPAIGN

At any point in the game you may save a game by clicking on the disketteicon on the Game Control Bar. The game is saved using the log-on identity,enabling you to save different campaigns under different slots.

Towards the later stages of the game, you will not be able to save thegame. This is deliberate, to ensure that the end game is a real challengefor the player. When this point is reached, you will be presented with alast chance to save the game. We suggest you save at this point.

Figure 30: You are able to save many instances of the campaign bysaving them in a different slot. Saving them under a different log-inname is also possible.

LOADING A CAMPAIGNAfter logging on using an existing user identity, you will be offered thepossibility to load a saved game.

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ICEFOR AIRCRAFTType Role Roles Turn rate WeaponsEurofighter Swing-role 1, 2, 3, 4, 5 Very fast AA, AG, ASGripen Multi-role 1, 2, 3, 4, 5 Fast AA, AG, ASViggen Fighter 1, 2, 3 Medium AATornado Strike 4, 5 Slow AG, ASHarrier Ground attack 4, 5 Medium AG, ASSea Harrier Multi-role 1, 2, 3, 4, 5 Medium AA, AG, ASLynx Anti-submarine 5 NA ASC-17 Transport 6 Slow NAHercules Transport 6 Slow NAChinook Transport helicopter 6 NA NAApache Attack helicopter 5 NA AG

1. Air Intercept 2. Air Kill 3. Escort 4. Wild Weasel 5. Strike 6. Transport

AIRCRAFT PERFORMANCE

At the time of the campaign, a varied collection of aircraft is stationed onIceland, conducting joint military operations in light of the increasedtension in Europe.

RUSSIAN AIRCRAFTType Role Roles Turn rate WeaponsMiG-27 Ground-attack 4, 5 Medium AG, ASMiG-29 Multi-role 1, 2, 3, 4, 5 Fast AA, AG, ASSu-25 Ground attack 4, 5 Medium AG, ASSu-27m Multi-role 1, 2, 3, 4, 5 Very fast AA, AG, ASTu-22 Bomber 5 Slow AGAn255 Transport 6 Slow NAIl-76 Transport 6 Slow NAHalo Transport helicopter 6 NA NAKa-50 Attack helicopter 5 NA AGHind Attack helicopter 5, 6 NA AG

1. Air Intercept 2. Air Kill 3. Escort 4. Wild Weasel 5. Strike 6. Transport

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Many air combat games offer simple scripted missions, where the eventsand challenges are all pre-programmed. With a scripted mission, you mustalways complete prescribed events in order to progress. Objects, aircraft,vehicles have pre-programmed behaviour for each mission, so when youplay the game again, everything is just as it was before. If you fail, yousimply go back and try again. Real life is far more unpredictable.

Our dynamic campaign is unique in the way it mimics real life. Themissions are generated on-the-fly to cope with emerging events; forexample a scramble mission is generated if an airbase is attacked. Whetherthis happens is down to the state of the game’s logic, not a pre-programmed file.

Most importantly, you must keep your pilots alive because this is the realkey to winning the war. If you fail on a mission, make sure you fly to fightanother day rather than lose your aircraft and pilot. In many simulations,such a loss is a minor inconvenience and the game will just present youwith another aircraft. Not in Eurofighter Typhoon!

Hitting targets is critical to your success, and failure to destroy secretweapons may well cost you the war. Events are defined that are capable ofaltering the course of the war, and we insert these into the campaign tocreate new, exciting and unusual missions. The result is an absorbingchallenge that no other air combat simulation can offer.

Because of the unpredictable nature of events in Eurofighter Typhoon, wehave included the possibility to save games. If you feel that you couldhave done better, then this offers you a way to retrace some of your steps.But remember, the next time you replay a dogfight, it may not evolve thesame way, leading to an entirely new outcome. This alone marksEurofighter Typhoon one of the most truly immersive products of its genre.

Typhoon is a truly dynamic campaign within the theatre of conflict. Eventsin other parts of the world will affect the campaign system. It is the firsttime we have modelled a campaign at so many levels. Few if any otherproducts boast such a comprehensive system.

Typhoon’s campaign makes decisions in real time. That is to say, itconstantly monitors and reacts to changes in the system. In our previousproduct, Total Air War (TAW) the campaign is a real time system, likeTyphoon’s. EF2000, on the other hand, was not real time at the campaignlevel: campaign decisions were made in a turn based way every 8 hours.

It's easier to have a system pause and think every 8 hours and makedecisions. To make decisions in real time for hundreds of planes and tanks,missions and groups, while at the same time displaying a full 3D world andrunning flight models, etcetera, is much more difficult.

A real time system is not only harder to design and implement, but also much more difficult to test and balance. This is in general true for anydynamic system, but once it works you have the best representation ofreality possible.

A campaign like Typhoon's is far more complex to design, code and testthan a branching system. You can see from the table above that it hastaken a number of products to get to Typhoon’s technology.

THE SECRET OF TYPHOON’S DYNAMIC CAMPAIGN048

Game

TFXEF2000TAWTYPHOON

Combat AI

DynamicDynamicDynamicDynamic

MissionPlanning

ScriptedSemi-dyn.DynamicDynamic

ResourceModelling

ScriptedSemi-dyn.Semi-dyn.Dynamic

StrategicModelling

NAScriptedSemi-dyn.Dynamic

Extra TheatreInfluences

NANANAScripted

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The main areas added to Typhoon are: a fully dynamic ground war,resource modelling, a territory system and a strategic planner. In additionto this we've also added an extra-theatre module. This allows us to modelglobal effects and influences on the theatre of conflict.

There will be no more re-spawning of planes in Typhoon as in TAW andEF2000. There will also be a real fully dynamic ground war with territorycapture. The ground and air wars are also fully integrated with thestrategic system, so all three will work together to win the war.

One last and important addition is that of pilot modelling. In Typhoon wemodel the pilots 24 hours a day. This means that even when pilots are notin their planes their existence and states are modelled. This last point isthe corner stone of Typhoon and will be one of the reasons why it is sodifferent from most other flight simulations.

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Figure 31: The Main Menu where you select ‘Multiplay Game’

Multiplayer gaming in Typhoon will support up to eight players, andincludes head-to-head, team and co-operative missions. In the head-to-head player games, it’s everyone for themselves, while in theteam games you may join any one of three teams. Remember that whenyou host or join a multiplayer game, you will be identified by the namethat you selected when you first logged in to Eurofighter Typhoon.

N.B. When playing multiplay games, particularly over the internet, allowenough time for people to join. If you rush to start the game, some datamay not have time to register and it will be necessary to start the joiningprocess again. You may also experience blank menu screens from time totime. Give them a chance to update before assuming that the game hasceased to function.

Figure 32: The four options available, showing IPX Directplay or TCP/IPconnection types.

THE MULTIPLAYER INTERFACE

When the main menu appears after starting the game, choose theMultiplay Game. Next, the Multiplayer Options menu will appear offeringyou four choices. You need to decide whether you are ‘hosting’ the gameor joining it. Only one of the players may ‘host’ the game, the rest ‘join’the game that the host has set-up. There are two basic connection optionsavailable: IPX Directplay, which is used mainly for Local Area Networks andSerial Connections; and TCP/IP, which is used mainly for play over theInternet or via modems.

If you wish to play via serial cable or modem, see the section entitled‘Setting up Serial Connections and Modems’.

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Figure 33: Type IPCONFIG in a DOS box under Windows to see your IP address.

HOSTING A GAME

One person must be designated as the host, and others then join the gamethat the host selects. If you choose to host a game via TCP/IP you willneed to let other players know your IP address. If you do not know your IPaddress, follow the procedure in the next paragraph.

Finding your IP address when hosting TCP/IP gamesTo find out your IP address, go to the Start button and open the Windowsmenu. Select the programs folder and followed by the MS-DOS prompt.When the DOS box has opened in windows, type IPCONFIG at thecommand prompt. You should be able to read off the IP Address from theinformation shown on the active Ethernet adaptor.

Figure 34: The Multiplayer Host screen. When all the players are in, pressOK to start the game.

Choosing the Game

In the Multiplayer Host menu there are several panels. The top left-handpanel shows the names of the players. These will be the call-signs selectedwhen they started Eurofighter Typhoon. The second column in this panelindicates which team they belong to if a team game has been selected. The top right-hand panel shows the game type and the arrows let the hostscroll through the game types. These arrows are missing from the ‘JoinGame’ screen, but each player will see what the host is selecting.

The panel on the right gives a description of the game, the completionconditions and any special rules. If a team game has been selected, boththe host and the players may choose the colour of their team from thethree coloured buttons shown.

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The bottom two panels are for the chat mode. Enter any text you wish tosend to other players in the bottom window. Press RETURN to send the text.

Figure 35: When joining a TCP/IP game, type your host’s IP address hereand press OK.

Watch the column in the top left-hand box as players join, and wheneveryone is in press OK to start the game.

JOIN A GAME

When you elect to join a TCP/IP game, the following menu will bepresented. Ask the host for his IP address, type it in the box, then press OK.

Next, you will be presented with the ‘Choose Game’ menu. You should seeyour host’s call sign in a box. Click on it to access the ‘Join Game’ menu. Ifyou are connected via Directplay IPX, you will get to this screen straight away.

Figure 36: Choose the game where your host’s name or call-sign appears.

When there are one or more games in the ‘Games In Progress’ box you canselect a game. This will result in either ‘Open’ or ‘Closed’ being appendedto the game name. If the game is closed then the game is not acceptingany more players and you cannot join it. If the game is ‘Open’ then a listof current players will appear in the ‘Current Players’ box and the selectedmission details will appear in the ‘Game Details’ box. You can then eitherjoin the game or select (and hence interrogate) another in the list.

CHOOSE TEAM COLOUR AND JOIN GAMEOnce you have selected a game, you will be presented with the‘Multiplayer Join’ screen. Here you are able to ‘chat’ with the other playersprior to the mission and choose your team colours. When the host pressesthe ‘OK’ button, all players will enter the game.

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Figure 37: In the ‘Multiplayer Join’ menu, select your team colour (ifapplicable) and chat with the other players.

MULTIPLAY GAMES

HEAD-TO-HEAD KING OF THE SKIESIn this classic game everyone starts above an airbase, armed only withcannons. Each time you shoot someone down, you receive points. If youare hit, you will lose points. If you are hit and die, you will lose points. Thegame will end with the first player to reach the number of points shown.

TEAM KING OF THE SKIESIn this version of KoTS, you team up with other players to do battle. Therules are the same as for head-to-head KoTS, except that the teams scoreis accumulated and the first team to reach the number of points shown.

HEAD-TO-HEAD TOUCH AND GOIn this game everyone starts above an airbase, without ammunition. Toarm the plane you must dive to the airbase and touch-down briefly. The

first player to do this gets the ammo for the cannon only, and the otherswill have to wait 20 seconds before you can pick up ammo.

If you shoot a plane down you get four points and the victim loses onepoint. If you crash into the ground, you lose three points. The winner isthe first to reach 20 points.

TEAM TOUCH AND GOThis is the same as the head-to-head game, except that you have teammates to help you reach your objectives.

HEAD-TO-HEAD TYPHOON RACERThis is a point-to-point race with a difference. Altitude controls yourthrottle, so the lower you go, the faster you travel. To reach maximumspeed you must travel well below 500 feet. In addition to this, you areable to shoot weapons at your fellow racers. If you hit someone with amissile, their speed will halve, giving you a chance to overtake. If you hitthem with cannon, each round will reduce their speed by 10%. If you hitthe ground, you will be catapulted high into the air and your speed will beseverely reduced. Use the terrain to mask yourself against missiles, andremember to keep a missile or two for the home run!

TEAM TYPHOON RACERThis is the same as the head-to-head game, except that you have teammates to help you reach your objectives. Each team has only to ensurethat one member crosses the finish line!

CO-OPERATIVE MISSIONSThese are pre-scripted battles that pit you and your fellow pilots againstcomputer-controlled opponents from the game.

NOTE: co-operative missions may not play satisfactorily over standardinternet connections.

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SERIAL OR PARALLEL CABLES

Windows allows two computers to communicate using a serial or parallelcable. For fastest results connect two computers using ECP parallel ports.

You must meet the following criteria:

NetBUI, TCP/IP or IPX must be loaded. Check using the ‘Start/Settings/Control Panel/Network menu’ options. Your Configuration list should showone of these. If not, use the ‘Add’ feature to install one.

The ‘Client for Microsoft Networks’ must be enabled. The Configuration listneeds to show this feature. If it does not, use the ‘Add’ feature to install it. File and Printer Sharing must be enabled. The Configuration list shouldshow sharing as enabled. If not, click the ‘File and Print Sharing’ buttonand activate both facilities.

Ensure that Direct Cable Connection is installed. If it is not, do the following: From the Windows ‘Start’ key, select ‘Accessories’ then ‘Communications’and finally ‘Direct Connection’. One computer must be the ‘host’. Check therelevant box. On the second computer follow the same procedure and checkthe ‘Guest’ box.

The two computers will now be able to connect.

MODEM TO MODEM

Follow the Windows procedure for setting-up a ‘Dial-Up Network’connection. From the Windows ‘Start’ key, select ‘Accessories’ then‘Communications’ and finally ‘Dial-Up Networking’. Once you have aconnect icon for the target computer, check that both PC’s are connectedto their modems and establish a link between the two machines. Once thisis completed successfully, start Eurofighter Typhoon and follow theprocedure for a TCP/IP game.

Restrictions on modem gamesThe quality of the game you play via the modem depends upon the speedof the modems, the Internet bandwidth available through the serviceproviders (ISPs) and the number of players wishing to join. Co-operativegames are the most demanding and under poor conditions will not berewarding and may even prove unstable. Head-to-head games with twoplayers should be no problem under average conditions, and satisfactoryplay may be possible with standard 56K modems at a time when theInternet traffic is low.

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Figure 38: The Eurofighter Typhoon has a ‘glass cockpit’ almost devoid oftraditional aircraft instrumentation.

THE MULTIFUNCTION DISPLAYS (MFDs)

Eurofighter Typhoon’s cockpit is characterised by three colour MFDs,which appear at the bottom of the screen. You choose whether you haveall three displays available, or a combination. Each MFD is used for severalfunctions and these can be scrolled through, enabling you to configurethe displays to suit your needs. Altering range on a display such as theradar will adjust all tactical displays in unison, ensuring that you maintainthe correct perspective for situational awareness.

The MFDs in practice• Press INSERT, HOME and PAGE UP keys to switch each MFD on or off.• Press DELETE, END and PAGE DOWN keys while the MFDs are visible to

change the displays.• Press the / and ‘ keys to adjust range up or down.

THE HUD AND HMD

Information relating to aircraft pitch and roll in the direction of travel isprojected onto a glass plate ahead of the pilot called the Head Up Display(HUD). Other information that is not directly related to forward travel, orthe ‘boresight’ view is projected inside the helmet visor, which is alsoknown as the Helmet Mounted Display (HMD). The HMD has theadvantage of moving with the pilot’s head (because it is projected into thevisor). Most importantly, weapon targeting is projected into the HMD,enabling the pilot to acquire targets simply by turning his or her headtowards the adversary.

The HMD is ideally used together with the Air-to-Air missile ASRAAM andthe Air-to-Ground weapon ‘Brimstone’, both of which may be fired atwide angles to the direction of aircraft travel. These weapons are alsodescribed as having ‘over-the-shoulder’ launch capability, although inpractice these weapons will have a higher success rate if fired in a moreconventional manner to the front of the aircraft.

Note: with the game set to its lowest difficulty level, a simple HUD isdisplayed. With difficulty settings of two or above, an advanced HUDwill be displayed giving the pilot more information.

The HUD and HMD in practice• Press the F1 key to switch the cockpit HUD views on and off.• Press the F2 key to try the internal and external padlock views.• Press the F11 and F12‘ keys to zoom the view in and out.

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The following HUD modes have various components:

All ModesPitch LadderCompassSpeedAltimeterWeaponsNext WP infoTargeting display

Air-to-Air & Air-to-GroundWeapon rangeWeapon targetingWeapons available

LandingSpeed drift indicatorVertical drift indicatorGear state

With difficulty settings of 2 or above, the following components are alsodisplayed:Energy management indicatorsRadio frequency settingFull waypoint data

HUD DECLUTTEROn the numeric keypad, the ‘Num 3’ key will declutter the HUD byremoving air and ground tracks.

Figure 39: An overview of the principle HUD components.

HUD COMPONENTS: PITCHLADDER&VICINITY

TERPROMFigure 40: This warning arrow will be accompanied by vocal warnings.

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The arrow is part of the TERPROM ground avoidance system and appearsat the bottom centre of the pitch ladder when altitude is low. It flashes onand off and is accompanied by a female vocal warning.

To remain a safe distance from the terrain, keep your velocity vectorcentred in the TERPROM letterbox shape on the HUD. As you go faster,TERPROM will account for your reduced ability to manoeuvre quickly andautomatically compensate to keep you safe.

COMPASS

Figure 41: The caret represents your waypoint heading, and the left orright arrows indicate which way to turn when this caret is not visible.

Standard compass ribbon. Numbers represent tens of degrees with 0degrees as north. The waypoint caret represents the current waypointdirection. When this is not visible, arrow-head indicators at the edge ofthe ribbon will tell you to fly left or right to find the waypoint direction.

AIRSPEED INDICATORFigure 42: Speed is shown in knots up to Mach 1, and thereafter as a Mach number.

Below the speed of sound the speed is shown in knots. The moment youbreak the sound barrier, the speed is shown as a Mach number.

ALTIMETERFigure 43: The altimeter also gives an impression of your rate of climb.

Inside the circle is the height of the aircraft above sea level. The dashedlines represent one thousand feet and each segment thickens up to first10,000 ft to help you quickly assess your height. Your vertical speed isrepresented by a pointer that spins around the altimeter display.

WEAPONS INDICATORFigure 44: This indicator appears on the right of the HUD.

Shows which weapon is selected and how many are left.

G INDICATORFigure 45: The G indicator appears on the left of the HUD and shows positive or negative ‘G’.

A simple + / - G-indicator show whether you are pulling positive ornegative g’s. If you pull too many positive g’s, for example when turning

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too tightly, you will ‘black out’. If you pull an excess of negative g’s, forexample while pushing the aircraft nose down, you will suffer ‘red-out’.

AIRBRAKE INDICATOR

The airbrake or ‘speed brake’ is located on the spine of the aircraft behindthe cockpit. It is extended by pressing the ‘B’ key. When activated a lineappears above the velocity vector.

TARGET INDICATOR

Shown on the right of the HUD. Distant targets start as unknowns and areorange. As you draw nearer, the CAPTOR radar and IFF systems (IdentifyFriend or Foe) will help to decide whether it is enemy or friendly, andeventually what type it is. Enemies are shown in red and friendlies in green.

HUD SYMBOLOGY

Air target and target heading indicatorWith the indicator on the top of the box, the target is heading away from you. When it is at the bottom of the box, it is heading towards you.

Ship

Ground vehicle

Surface –to-Air Missile (SAM) or AAA

Target lock

Object masked

Target has weapon allocated

Gun pipper with range clockClock begins to unwind within three miles of the target.

Gun pipper with predictor snakeSnake shows path of the cannon shells arriving at the pipper.

Gear up and locked.

Gear travelling.

Gear down and locked.

Aircraft centrelineIndicates where the nose is pointing.

Velocity vectorIndicates where the aircraft is travelling to.

Airbrake indicatorFlashes when the airbrake is on and appears above the velocity vector.

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ADVANCED HUD COMPONENTS

ENERGY MANAGEMENT DISPLAY

On difficulty levels 2 and 3, an energy management display appears on theHUD as two inward pointing arrowheads. These rise or fall in the HUD toindicate a rise or fall in aircraft energy. If the arrows lock at the top of theHUD, the aircraft has very high energy and you may want to reduce thethrottle in level flight or apply the airbrake in a dive. If the arrows lock tothe bottom of the HUD, you are losing energy and will need to applythrottle or point your aircraft's nose down. Two rate of change ticksappear in addition to the arrow heads. If the rate of energy increase ordecrease is great, these ticks move far above or below the arrowheadsrespectively. Again, this suggests that you may need to revise the way youare flying the plane. To test the energy management display, try a loop on70% throttle to see the variations.

RADIO FREQUENCY DISPLAY

On difficulty levels 2 and 3, a radio frequency display appears on the HUD.The frequency selected will reflect the mode of your aircraft; e.g. incombat, cruising, landing.

COMPLEX WAYPOINT DATA

The waypoint information will include distance and time to waypoint,together with and early (E) and late (L) indicator.

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In Eurofighter Typhoon the views and cameras are designed to reveal allthe detail made possible by the dynamic campaign engine. Internalcockpit cameras include virtual views that simulate head-motion whiletracking targets. External views, while less realistic from a pilot perspectiveare highly cinematic and reveal the high quality of the game’s modellingand physics.

FULL VIRTUAL COCKPIT

The full virtual cockpit is a realistic representation of the actual Typhooncockpit; to pan around this view press any of the numeric cursor keys (oruse a joystick hat switch, if configured). Panning this view is useful whenflying a circuit of an airfield prior to landing, allowing you to maintain thecorrect holding pattern.

HUD ONLY VIEW

Switching off the virtual cockpit improves your frame rate and provides anunhindered forward view. It is ideal when attacking static or slow movingtargets, or for tracking targets directly in front of you, especially onground attack missions.

INTERNAL PADLOCK VIEWS

Several types of padlock are available. The F2 key padlocks you onto yourselected target; the F3 key padlocks you onto the nearest threat, forexample a closing missile; and the F4 key padlocks you onto yourwingman. These internal views may all be used effectively in combinationwith the F11 and F12 zoom keys. When landing and ILS has beenactivated, F2 padlocks your view to the nearest runway.

Beginners may find the internal padlock views disorientating at first. Arrowson the canopy point to the front of the aircraft to help you get a feel forthe direction of your view relative to the direction of the aircraft’s flight.Once mastered, this view is the most realistic and rewarding in close dogfights.

EXTERNAL PADLOCK VIEWS

All padlock views have an external equivalents which, although unrealistic,provide an excellent way to understand the complex three dimensionalgame that is an aerial dogfight.

The external padlock views, though unrealistic, gives you an excellentviewpoint of the relationship between your aircraft and an opponent in a dogfight.

Alternating between the internal and external padlock views will help youto figure out where other aircraft are in relation to you. Similarly, if youalternate between the internal and external target views, you will get abetter idea of where your enemy is located.

MOVEABLE EXTERNAL VIEW (F5)

The moveable external view is good for watching your performance atcritical tasks such as taking-off, landing or dropping ordinance. It alsohelps for identifying damage when your aircraft has been hit.

LOOPED FLY-BY VIEW (F6)

It is a useful view for understanding aerial manoeuvres, and watchingcritical tasks such as taking-off, landing or dropping ordnance. It is oflimited value in dogfights.

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WEAPON VIEW (F7)

This is a useful view for confirming weapon effectiveness, and forunderstanding the flight characteristics of powered and free-fall weapons.

SMARTVIEWS (F9)

Smartviews are created by a virtual movie director, who picks the mostinteresting action and shows you edited sequences. Smartviews may beaccessed from the PILOT CONTROL BAR using the following button.

ZOOM VIEWS (F11 & F12)

Much of the time, targets are so far away that you never get to see themclose up, especially when they are hit by your weapons. This view changesall that, and although not strictly realistic is a lot of fun. It is a handyfeature for ground attack missions, where tanks are so small that theywould normally be too difficult to see clearly, or in air-to-air combatwhere a plane is too distant for easy visual identification.

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TAKE OFF

Once your plane has taxied out onto the runway, you will be positioned inthe cockpit ready for take off.

• To spool up your engines hold down ‘+’.• You will see ‘ENG: 020%’ on the left of the HUD.• Hold down ‘+’ again to raise your engine power to 100%.• Hold down ‘+’ a third time to engage the afterburner (ENG: 140).• Your airspeed is shown in the top left of the HUD. It is the number in the

box and it is displayed in knots (kts).• When you reach 150kts, pull back on the stick and the aircraft will

become airborne.• To raise your undercarriage press 'U'. You should see the DDD change to UUU.

USING THE BRAKES

In the air, the ‘B’ key applies the airbrake. It is useful for rapid decelerationin combat and when landing.

• On the ground the spacebar or joystick trigger apply the wheel brakes.

CLIMBING

The altitude of the plane is shown in the top right of the HUD. The readingis in feet (ft) above the ground. The clock symbols are a handy way ofdetermining your altitude quickly.

• To climb quickly, open the throttle to full, but remember that this will consume large amounts of fuel.

Pull back on the stick gently to pull the nose up. Note the angle of climb on the pitch bar. From take-off it will take you around 20 seconds to reach 20,000 feet, climbing at 60 degrees on full afterburner.

BASIC MANOEUVRING

You can change your throttle by pressing the ‘+’ and ‘-’ keys. The ‘ENG:’display on the left of the HUD show the current setting. 0% is engines off,100% is full throttle and 140% is full afterburner. Reduce your throttle to70% for cruising.

• Reduce your throttle to descend, increase it to ascend.• To pick up speed quickly, point the aircraft nose down.• To slow the aircraft, pull the nose up or fly a series of steeply banked turns.

DESCENDING

Descent needs care, particularly when you are close to the ground. In badweather or poor visibility, it is easy to lose sight of the ground.

• To descend, reduce your throttle to around 40%. • To speed-up your descent, push the aircraft’s nose down, but remember

that this will increase your airspeed. • Extending the air brake by pressing the ‘B’ key will reduce your speed dramatically.

TURNING

Remember that turning will cause you to lose speed, as the surface area ofthe wings create greater resistance to the air in a turn.

• To bank, tilt your joystick to the left or right.

In order to keep your nose level, you will need to pull back slightly on the stick.

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FINAL APPROACH AND LANDING

Landing the Typhoon is straightforward, and once you have the knack itbecomes second nature.

• Head for the airfield where you want to land. • With 20nm to go, press TAB to bring up the communications menu.• Select AIRFIELD.• Now select REQUEST PERMISSION TO LAND. When the tower responds,

your Instrument Landing System will be activated. • Ensure you are approaching the correct end of the runway, where you

will see ILS boxes in the HUD, describing the best approach corridor to the runway.

• Descend and pass through the first ILS box.• Throttle back to around 30% in order to achieve an airspeed of around

130 knots.• Use the airbrake to adjust your speed.• Press U to lower the undercarriage. You should see the UUU change to

DDD. If it doesn’t, there may be a problem with the undercarriage and ejection is advised.

• If all is well, set the velocity vector on the end-of the runway and try to hold it there.

• When you are just three or four ILS boxes from the runway end, move the velocity vector about half way up the runway.

• Apply the airbrake to reduce your speed to about 100 kts.• Just prior to touchdown, pull back slightly on the stick to ensure the

main wheels make contact before the nose wheel.• Once landed the wheel brakes may be applied by pressing the spacebar

or joystick trigger.

NAVIGATION

To navigate your waypoint route, follow these guidelines.

• Examine the Situation MFD in the bottom left corner.• Your waypoint route is displayed as a light blue line.• Each waypoint is represented by a circle.• The circles are joined by lines and therefore show your route.• The thick blue line indicates the current leg on the route.• To study your route in more detail, zoom in and out using the ‘@’ and ‘/ ’ keys.• The big red triangle on the route represents your main destination• At the top of your HUD is the heading bar. This shows the direction you

are flying in 10’s of degrees: 36 is 360 which is North, 9 is 90 which is East, 18 is 180 which is South and 27 is 270 which is West. Within the heading bar is the waypoint caret – an arrow that indicates the ``direction of your next waypoint.

• If you need to turn left you will see a ‘<’ symbol.• If you need to turn right you will see a ‘>’ symbol. • When you are pointing towards to waypoint you will see a ‘v’ symbol;

when this is in the middle of the heading bar you are on track.• Further waypoint information is displayed on your HUD is your current

waypoint number.• ‘TASK:’ is what you will have to do when you reach that waypoint. A

Pass task means you just carry on flying.• ‘ALT:’ is the waypoint altitude.• When within range of waypoint 2, the display will move on to indicate

the next waypoint.• The chosen waypoint is also indicated as a small ‘X’ in the HUD. • On the Map MFD, the target or objective is shown as a big red triangle.

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In Typhoon you can communicate with other aeroplanes and with airbasesby radio. Pressing TAB activates the communications menu system. A seriesof messages or commands will appear on screen, each preceded by anumber. Simply press the number of the one you want on the mainkeyboard. Commands followed by ‘…’ allow you to return to the previousmenu. Messages will be spoken by your pilot, and acted on by whoeveryou are speaking with. Commands shown in red are unavailable; e.g. if the‘Strike flight’ menu is red, there is no strike flight with your mission!

Control of the wingman and mission flights in Typhoon provide you with agreat many options for real time tactics. The possibilities are virtuallyendless, but a typical mission might entail moving your wild weasel flightahead at medium altitude to clear SAMs, while you send the strike flightin at low level, while you CAP at medium altitude.

Novice players will not need to use any of the functionality to start with,but more experienced players will be able to take advantage of the moreadvanced instructions. Note that in addition to the control of yourwingman, you will also be able to command escort, wild weasel and strikeflights, giving a new level of control to the tactical game.

NOTE: Don’t expect other flights to follow you to the ends of the earth. They areon strictly planned missions, and will obey your commands only with respect tothe mission flight plan; for example, asking them to fly with you might meanthat an earlier flight simply slows down until you catch up.

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COMMAND MENUS (TAB KEY)1. WINGMAN COMMAND MENU2. STRIKE COMMAND MENU (If flight available)3. ESCORT COMMAND MENU (If flight available)4. WILD WEASEL COMMAND MENU (If flight available)5. AIRBASE COMMUNICATIONS MENU6. MISSION MENU

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The wingman menu in practice – step 1• To control your wingman press TAB then 1.• Using key 1, command your wingman to attack your currently selected target.• Using key 2, command your wingman to attack any air targets in the area.• Using key 3, command your wingman to attack any ground targets in the area.

• Using key 5, go to the menu that allows tactical manoeuvres.Bracket commands tell your wingmen to execute one side of an ‘enveloping’ or ‘pincer’ manoeuvre. You complete the opposite side of the manoeuvre.Drag commands tell your wingman to execute a decoy manoeuvre to the left or right, with the objective of 'luring' or 'dragging' an opponent after the wingman's aircraft.

• Using key 6, go to the formation menu.

The wingman menu in practice – step 2 Tactics• To control your wingman’s tactical manoeuvres, press 5 in the wingman menu.• If you have a target track, make your wingman perform the left hand

curve of a pincer-movement on that target by pressing ‘1. Bracket left’. You should now complete the right hand part of the movement yourself. To have the wingman perform this manoeuvre on the right, press ‘2. Bracket right’, instead.

• If you have a target track, make your wingman perform a left hand ‘drag’ or luring manoeuvre by pressing ‘3. Drag Left’. You should now hang back to see if the enemy takes the bait, and launch an attack from the rear. To have the wingman perform this manoeuvre on the right, press ‘4. Drag Right’, instead.

• To make the wingman abort his current action and reformate with you, press 5.

The wingman menu in practice – step 3 Formations• When cruising to targets or trying to minimise your radar profile, select

‘1. Cruise formation’ from the ‘Wingman menu’.• When attacking targets, command your wingman to spread out to a

distance of one mile by pressing ‘2. Attack formation’. This gives thedefenders a more difficult problem to deal with.

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COMMAND MENUS (TAB KEY)1. WINGMAN COMMAND MENU

WINGMAN MENU1. ENGAGE MY TARGET 2. ENGAGE AIR TARGETS 3. ENGAGE GROUND TARGETS 4. DISENGAGE 5. TACTICAL MENU

1. Bracket left!2. Bracket right!3. Drag left4. Drag right5. Flight abort mission!6. … Previous Menu

6. FORMATION MENU1. Cruise formation2. Attack formation3. … Previous Menu

7. … Previous Menu

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The strike menu in practice – step 1• To control your strike flight press TAB then 2.• Press key 1 to command the strike flight to attack your currently

selected target.• Press key 2 to command strike flight to attack any air targets in the area.• Press key 3 to command your strike flight to attack any ground targets

in the area.• Press key 4 to command the strike flight to disengage from the current target.• Press key 5 to access the menu that allows tactical manoeuvres.

The strike menu in practice – step 2• To control your strike flight’s tactical manoeuvres, press TAB, 2 and 5.• Press key 1 to command your strike flight to bracket your current target.• Press key 2 to command your strike flight to fly ahead of you; e.g. when

a rear attack by enemy fighters is anticipated.• Press key 3 to command your strike flight to fly close to you; e.g. when

you need to keep a close eye on them.• Press key 4 to command your strike flight to fly behind you; e.g. when a

frontal attack by enemy fighters is anticipated.• Press key 5 to command your strike flight to fly at around 30,000ft; e.g.

when en-route to a target defended by AAA.• Press key 6 to command your strike flight to fly at around 15,000ft; e.g.

when en-route to a target to be attacked by guided munitions.• Press key 7 to command your strike flight to fly low at around

2,000ft; e.g. to use terrain masking to avoid enemy radar• Press key 8 to tell the flight to abort its mission and return home.

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COMMAND MENUS (TAB KEY)2. STRIKE COMMAND MENU (If flight available)

STRIKE MENU1. ENGAGE MY TARGET2. ENGAGE AIR TARGETS 3. ENGAGE GROUND TARGETS 4. DISENGAGE 5. TACTICAL MENU

1. Bracket2. Fly ahead3. Fly with me4. Fly behind me5. Fly high6. Fly medium7. Fly high8. Flight abort mission9. … Previous Menu

6. … Previous Menu

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The escort menu in practice – step 1• To control your escort flight press TAB then 3.• Press key 1 to command the escort flight to attack your currently

selected target.• Press key 2 to command escort flight to attack any air targets in the area.• Press key 3 to command your escort flight to attack any ground targets

in the area.• Press key 4 to command the escort flight to disengage from the current target.• Press key 5 to access the menu that allows tactical manoeuvres.

The escort menu in practice – step 2• To control your escort flight’s tactical manoeuvres, press TAB, 3 and 5.• Press key 1 to command your escort flight to bracket your current target.• Press key 2 to command your escort flight to fly ahead of you; e.g. when

a rear attack by enemy fighters is anticipated.• Press key 3 to command your escort flight to fly close to you; e.g. when

you need to keep a close eye on them.• Press key 4 to command your escort flight to fly behind you; e.g. when a

frontal attack by enemy fighters is anticipated.• Press key 5 to command your escort flight to fly at around 30,000ft; e.g.

when en-route to a target defended by AAA.• Press key 6 to command your escort flight to fly at around 15,000ft; e.g.

when en-route to a target to be attacked by guided munitions.• Press key 7 to command your escort flight to fly low at around

2,000 ft; e.g. to use terrain masking to avoid enemy radar.• Press key 8 to tell the flight to abort its mission and return home.

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ESCORT MENU1. ENGAGE MY TARGET2. ENGAGE AIR TARGETS3. ENGAGE GROUND TARGETS 4. DISENGAGE 5. TACTICAL MENU

1. Bracket2. Fly ahead3. Fly with me4. Fly behind me5. Fly high6. Fly medium7. Fly high8. Flight abort mission9. … Previous Menu

6. … Previous Menu

COMMAND MENUS (TAB KEY)3. ESCORT COMMAND MENU (If flight available)

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The Wild Weasel menu in practice – step 1• To control your wild weasel flight press TAB then 4.• Press key 1 to command the wild weasel flight to attack your currently

selected target.• Press key 2 to command wild weasel escort flight to attack any air

targets in the area.• Press key 3 to command your wild weasel flight to attack any ground

targets in the area.• Press key 4 to command the wild weasel flight to disengage from the

current target.• Press key 5 to access the menu that allows tactical manoeuvres.

The Wild Weasel menu in practice – step 2• To control your wild weasel flight’s tactical manoeuvres, press TAB, 2 and 5.• Press key 1 to command your wild weasel flight to bracket your current target.• Press key 2 to command your wild weasel flight to fly ahead of you; e.g.

when a rear attack by enemy fighters is anticipated.• Press key 3 to command your wild weasel flight to fly close to you; e.g.

when you need to keep a close eye on them.• Press key 4 to command your wild weasel flight to fly behind you; e.g.

when a frontal attack by enemy fighters is anticipated.• Press key 5 to command your wild weasel flight to fly at around

30,000ft; e.g. when you are cruising to a target and don’t need protection against air defenses.

• Press key 6 to command your wild weasel flight to fly at around 15,000ft; e.g. when approaching air defence sites for the first time.

• Press key 7 to command your wild weasel flight to fly low at around 2,000 ft; e.g. to use terrain masking to avoid enemy radar.

• Press key 8 to tell the flight to abort its mission and return home.

COMMUNICATING WITH OTHER UNITS068

COMMAND MENUS (TAB KEY)4. WILD WEASEL COMMAND MENU (If flight available)

WILD WEASEL MENU1. ENGAGE MY TARGET2. ENGAGE AIR TARGETS3. ENGAGE GROUND TARGETS 4. DISENGAGE 5. TACTICAL MENU

1. Bracket2. Fly ahead3. Fly with me4. Fly behind me5. Fly high6. Fly medium7. Fly high8. Flight abort mission9. … Previous Menu

6. … Previous Menu

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The airbase menu in practice• To open communications with an airfield near you, press TAB then 5.• Press key 1 to get directions to the nearest airfield.• Press key 2 to request permission to land at the nearest airfield.• Press key 3 to announce your final approach.

The mission menu in practice• To give tactical instructions to all flights in your mission, press TAB then 6.• Press key 1 to command everyone to turn their radar on to search for targets.• Press key 2 to command everyone to turn their radar off to avoid early

detection by radar warning receivers.• Press key 3 to command every flight to abort the mission and return

home. Do this if the odds are against you. Save the pilots and equipmentfor another mission.

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MISSION MENU 1. RADAR ON (Search for targets)2. RADAR OFF (Go stealthy)3. ABORT MISSION (Everyone go home)4. … Previous Menu

AIRBASE MENU

1. VECTOR TO AIRBASE 2. REQUEST LANDING (Request permission to land).3. FINAL APPROACH (Landing at selected airfield).4. … Previous Menu

COMMAND MENUS (TAB KEY)6. MISSION MENU

COMMAND MENUS (TAB KEY)5. AIRBASE COMMUNICATIONS MENU

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THE DEFENSIVE AIDS SUBSYSTEM (DASS)

Figure 46: The DASS is an invaluable aid to aircraft defence, giving you a God’s eye view of who is tracking you and which missiles are aimed at you.

The Defensive Aids Subsystem (DASS) MFD gathers its data from variouspassive sensors on the aircraft and data gathering systems around thebattlefield. It cannot be used for weapons targeting, but is vital fordefence especially when being attacked by missiles. The Missile ApproachWarning System (MAWS) that integrates with the DASS will show youwhich aircraft have locked you in their radar, and provides a 360 degreeview of missiles approaching from as far away as 60 miles. To access theDASS, first select the map then press ‘SHIFT M’. Small yellow tracksindicate airborne weapons. When missiles are in close proximity, the DASSwill warn you of time to missile impact through voice cues, will show youwhether it is an IR (I) or Radar (R) guided missile, and will automaticallydeploy chaff and flares.

To evade a missile, try to position it so that it is approaching you from thefront at 45 degrees to your direction of travel. As it gets close turn sharplyin across its path… with luck the missile will not be able to turn quicklyenough and will fly past harmlessly. However, beware of turning back intothe missile’s path, as it may re-acquire you.

The Defensive Aids Subsystem in practice• Press an MFD on/off key (INSERT, HOME, PAGE UP)• Press the appropriate MFD cycle key (DELETE, END PAGE DOWN) to select

the map display.• Press ‘SHIFT M’ to toggle map.• Zoom this display in and out using the / and ‘ keys.• Ground targets will be identified with red or green crosses for enemy or

allied forces respectively. • Air targets will be identified with with red, orange or green squares, for

enemy, unidentified traces, or confirmed targets.• Missiles will be marked as yellow squares.

THE MOVING MAP DISPLAY

Figure 47: The map is an essential tool for navigation. At low level it helps you avoid obstacles; above the clouds it is the only way to find out where you are going.

The Moving Map Display (MMD) is useful for checking your waypointroute, which is shown as a light blue overlay. Waypoints are shown asdots, and the target appears as a big red triangle. You are also able todetermine the topology from the colours of the map. High points are darkin tone, while low ground is shown as a light-green colour.

Place names are shown next to small triangles with one of three colours:red for airfields; yellow for towns; and blue for ports. As you zoom out ofthe map, the place names will disappear in order to declutter the display.

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The moving map display in practice• Press an MFD on/off key (INSERT, HOME, PAGE UP)• Press the appropriate MFD cycle key (DELETE, END PAGE DOWN).• Zoom this display in and out using the / and ‘ keys.

THE CAPTOR RADAR

Figure 48: The radar MFD works closely with the HUD/HMD, and offers a tactical god’s eye view that extends to a range of 100 miles.

IDENTIFYING TRACKSOn the radar, unidentified traces are shown in orange, while thedesignation of the currently selected trace is shown as unknown on theHUD. At closer ranges, an unidentified trace may gain a categorydesignation, such as fighter or bomber, but remains an unknown trace interms of aircraft type and allegiance. At closer ranges, Non-CooperativeTarget Recognition will identify the type of aircraft and Identify Friend orFoe (IFF) systems will determine the allegiance.

In the Icelandic theatre, the lack of AWACS and JSTARS aircraft meansthat pilots will have to work harder to identify radar traces. Beware theunknown traces, and approach them with caution. A simple rule of thumbis to assume they are enemies until their identity is confirmed.

IDENTIFYING GROUND AND SEA TARGETSGround targets are fed into the display from a variety of sources,including a data uplink from ground forces. A ground trace appears as a

cross on the Radar MFD, and a ship appears as an inverted ‘T’. The colourof the track indicates whether it is a friend (green) or foe (red).

USING THE TRACK HISTORY FEATUREIt is possible to see trace history on the Moving Map Display (MMD) andDASS, revealing the path that an aircraft is taking. This is very useful foranalysing both enemy and friendly tactics, improving your tacticaldecision-making. For example, a pair of enemy fighters initiating a bracketmanoeuvre becomes very apparent with trace history turned on.

CHECKING LAUNCH PARAMETERSWhen a weapon is selected, a white range bar appears on the radar MFDand indicates the optimum launch parameters for that weapon. You willnotice that this bar will lengthen and shorten depending on altitude andaspect to the target. At higher altitudes, you will get improved range asthe air gets thinner and you have a greater ballistic envelope. When flyingtowards an enemy at high speed, range will increase as the distance willbe closed more quickly, while engagements on an enemy flying away fromyou will result in a shorter range because the missile has to play catch-up.

The CAPTOR radar in practice• To acquire the most favourable target for a selected weapon, simply

press T.• Cycle through available targets with the X and Z keys.• Increase or decrease range with the / and ‘ keys.

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THE PIRATE INFRA-RED (IR) SYSTEM

Figure 49: The IRST provides visual cues about your enemy, even when the radar is turned off. It also works as an imaging system for various weapons.

At ranges of around 20nm, the PIRATE Infra Red Search and Track (IRST)comes into its own. This sensor detects heat emissions from targets and ispassive, which means that it emits no signals that could give away yourposition, unlike the radar. Information from the IRST on enemy positions isintegrated with the radar signals and appears on the same MFD. IRST isalso capable of providing TV-like images which aids in aircraft recognition.Information at the top of the IRST indicates the absolute speed of thetarget and its range. IRST is invaluable in dogfights, or when hunting forcruise missiles.

The Pirate Infra-Red (Ir) System in practice• To acquire the most favourable target for a selected weapon, press T.• Cycle through available targets with the X and Z keys.

THE THERMAL IMAGING (TI) SYSTEM

Figure 50: The TI system uses the same display as the IRST, but is used with air-to-ground weapons.

If you select an air-to-ground guided weapon, such as Brimstone or anLGB, thermal imaging will show the currently tracked target on the sameMFD as the IRST display. Other information on the display will show youthe speed of the target if it is moving.

The Thermal Imaging (TI) system in practice• To acquire the most favourable target for a selected AG weapon, simply

press T.• Cycle through available targets with the X and C keys.

THE ARTIFICIAL HORIZON AND COMPASS

Figure 51: Analogue instruments provide back-up in case of HUD and MFD failure.

These are the backup analogue instruments located on the right-handglare shield. They are to be used to get home in case of catastrophicdamage to the HUD and MFDs.

Analogue instruments in practice• On the analog compass, the next waypoint is indicated by a small

marker moving around the rim of the compass.

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THE STORES DISPLAY

The mass of the weapons you carry will make a difference to theperformance of your Eurofighter Typhoon. The more weapons you carry,the slower you will accelerate and the aircraft will handle more sluggishly.While firing weapons returns you to a more agile state, be careful not tofire all your weapons at the first sign of trouble – particularly your air-to-air missiles that are your principle defence.

Figure 52: The stores display gives you a quick visual reminder of what is on your aircraft. The currently selected weapons and the number are displayed on the right of the HUD.

JETTISONING STORESPress the ‘J’ key to bring up the jettison stores menu. This will give you theoption to jettison all your weapons, your fuel tanks or all air-to-groundstores. If you are on an air-to-ground mission and are ‘jumped’ by enemyfighters, the least you should do is jettison your tanks. If that doesn’t help,you may need to jettison all air-to-ground ordinance. Finally, if youraircraft is badly damaged, eject all stores in order to clean-up the plane’saerodynamics and increase your chances of getting back to friendly territory.

Stores management in practice• Press the ‘Home’ key to bring up the centre MFD.• If necessary, press the ‘End’ key until the stores MFD is visible.• Press the ‘Enter’ or ‘Backspace’ keys to view the number of AA or AG

weapons left.

• Press the ‘J’ key to bring up the jettison stores menu.• To jettison fuel tanks, press 1 on the ‘Jettison Stores’ menu.• To jettison air-to-ground weapons, press 2 on the ‘Jettison Stores’ menu.• To jettison all stores, press 3 on the ‘Jettison Stores’ menu.

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The air-to-air cannon sight has a predictor ‘snake’ that shows the path ofyour bullets from the aircraft up to the aiming point. This device isparticularly useful in a turning dogfight when you need to get ‘lead’ onthe target, firing into its path of travel. As you are banking, get the line toflatten so that it lies in the same plane as the target and pull your nose infront of him before firing. A complete circle shows that the target is atthree miles or more, which represents a tough shot. As you get closer, theline moves around and at the half-way mark you are with one-and-a-halfmiles, which is a good range to go for a kill. Lead the ‘snake’ through thetarget. You may also consider using the zoom keys (F11 and F12), toenlarge the objects you are shooting at and see the results of yourgunnery. Remember that you only have 1760 rounds, or enough for atwenty second burst, and the best shots are always made from the target'ssix o'clock position.

You will use cannon extensively when dealing with cruise missiles anddrones, because the targets do not manoeuvre against you and it wouldbe a waste to fire an expensive guided missile. A similar role wasperformed by the Typhoon of World War II against the V1 flying bombs.They had the same problem as you… if you get too close when you openfire, they could blow-up in your face. Beware!

Firing the air-to-air cannon in practice• Select the cannon using the ‘Enter’ key.• Lock a target with the ‘T’ key.• Try to fly the snake or circular sight over the target.• Start firing the moment you are in range and confident of a good shot.• Use the zoom keys to assist in targeting. target to be sure of getting

shells to hit their mark.

FIRING AIR-TO-AIR WEAPONS074

Figure 53: The Typhoon’s cannon is lethal in both air-to-air and air-to-ground combat.

THE MAUSER 27MM CANNON

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FIRING AIR-TO-AIR WEAPONS 075

Meteor is an ramjet missile with advanced seeker capabilities that willenable the RAF’s pilots to defend the skies in safety thanks to its speed,range and agility. Meteor has been specifically designed for EurofighterTyphoon, to replace the AMRAAM. Meteor gives its greatest range at high-altitude in high-speed, head-on engagements. It is an ideal weaponfor Combat Air Patrol missions, or rapid-reaction interception from theairfield. It is not a dogfighting weapon and is therefore not suited toclose-in combat, where ASRAAM or guns should be used.

In Eurofighter Typhoon there is a choice of long and medium rangeversions. The long-range weapons carry a weight penalty, so when you arefully laden for an air-to ground mission, it is unwise to choose the

long-range variant. However, on CAP missions, it is a good choice forhitting the enemy first.

Firing the Meteor in practice• To achieve the optimum launch envelope, climb to 20,000ft+ and go to

full throttle prior to obtaining a launch solution.• Press T to engage the most appropriate target for the weapon.• Ensure the target falls within the measure of the white range bar on the

radar MFD.• Meteor is a full active homing missile, so once fired requires no further

guidance from your aircraft.

Figure 54: Meteor is an advanced missile designed to kill targets Beyond Visual Range (BVR).

THE METEOR BVR MISSILE

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ASRAAM, or Advanced Short Range Air to Air Missile is an agile short-range dogfighting missile with a range of around 10 nautical miles.It has a highly-sensitive infra-red seeker which can lock on to targetbefore or after launch, giving the pilot a fire-and-forget capability, andhas outstanding resistance to electronic countermeasures.

Firing the ASRAAM in practice• Close to between 10 and 1 nautical mile on the target.• Select the weapon and press ‘T’ to get a lock.• Approach from behind if you can. This type of shot has the best chance

of success.• ASRAAM cannot be fired ‘over your shoulder’ but it can be fired at

targets that are a high angle off the nose of your aircraft.

FIRING AIR-TO-AIR WEAPONS076

THE ASRAAM SHORT-RANGE MISSILE

Figure 55: Agile and capable of being launched ‘off-boresight’, ASRAAM is your best weapon in a dogfight.

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FIRING AIR-TO-GROUND WEAPONS 077

THE MAUSER 27MM AIR-TO-GROUND CANNON

The air to ground cannon sight lacks the predictor ‘snake’ of the air–to-air cannon. Instead it has a small flat bar in the centre to help youline up on targets. It is best to strafe at relatively shallow angles to giveyourself time to pull up. The circle around the pipper is a range clock setat one mile; it will start to ‘unwind’ when you are within range. You mayalso consider using the zoom keys (F11 and F12), to enlarge the objectsyou are shooting at and see the results of your gunnery. Remember thatdebris from exploding targets might hit your aircraft if you are too close,causing catastrophic damage while you are at low altitude.

Firing the air-to-ground cannon in practice• Select the cannon using the ‘Backspace key’• Dive in a shallow angle of around 5 to 10 degrees• Place the aiming pipper over the target and wait until the range clock

begins to unwind.• Start firing the moment you are in range and confident of a good shot.• Use the zoom keys to assist in targeting.

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Unguided rockets are aimed and fired in the same manner as the air-to-ground cannon. The range clock around the pipper has a slightlygreater range than the cannon but remember that the rockets have amuch greater explosive effect, and you are more likely to incur damage ifyou fly too close to the target. Approach targets at a shallow angle andgive yourself time to pull away. Use of the zoom keys (F11 and F12) willassist in scoring hits and give you the satisfaction of seeing the results of your shooting.

Firing the unguided rockets in practice• Select the CRV-7 using the ‘Backspace key’• Dive in a shallow angle of around 5 to 10 degrees• Place the aiming pipper over the target and wait until the range clock

begins to unwind.• Start firing the moment you are in range and confident of a good shot.• Use the zoom keys to assist in targeting.

FIRING AIR-TO-GROUND WEAPONS078

THE CRV-7 UNGUIDED ROCKET

Figure 56: Rockets are effective weapons against soft-skinned vehicles, SAM sites, parked aircraft and shipping.

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The Brimstone missile system is an autonomous millimetre-wave version ofthe U.S. HELLFIRE anti-armour missile. The Brimstone missile systemincludes three missiles mounted on a three-rail launcher, integrated tooperate off Harrier, Tornado and Eurofighter 2000 aircraft. Press the ‘T’ keyto acquire a target and check the image in the TI MFD. If you do not havethe right target, use the ‘X’ and ‘C’ keys to cycle through available targets.Once you have the right vehicle in sight and the shoot cue appears, releasethe weapon. Once you have fired, you are free to acquire another target.

Firing the Brimstone in practice• Press the ‘Insert’ or ‘Page-up’ key to bring up a tactical display.• Scroll through the display using either the ‘Delete’ or ‘Page-up’ keys

until the Infra red screen shows (green display).• Select the Brimstone using the ‘Backspace’ key.• Select the nearest available target using the ‘T’ key.• You should now see the target in the display, with its range indicated.• Press the trigger to release the weapon.

THE BRIMSTONE GUIDED AIR-TO-GROUND MISSILE

Figure 57: Brimstone guided missiles can be carried on triple launchers, giving the Typhoon tremendous punch against deployed armour.

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This Norwegian developed missile was originally a ship-to-ship weapon,but was later modified for helicopters and fighters. It is an effectiveweapon, but has a range of only twenty miles, making an approach closeto surface vessels necessary. Low level flight to the target will help toavoid early warning radar, but the pilot must pop-up to acquire a targetand launch the weapon. Press the ‘T’ key to acquire a target and check theimage in the TI MFD. If you do not have the right target, use the ‘X’ and ‘C’keys to cycle through available targets. Once you have the right vessel insight and the shoot cue appears, release the weapon. Once you have fired,you are free to acquire another target.

Firing the Penguin in practice• Press the ‘Insert’ or ‘Page-up’ key to bring up a tactical display.• Scroll through the display using either the ‘Delete’ or ‘Page-up’ keys

until the Infra red screen shows (green display).• Select the Penguin using the ‘Backspace’ key.• Select the nearest available target using the ‘T’ key.• You should now see the target in the display, with its range indicated.• Press the trigger to release the weapon.

FIRING AIR-TO-GROUND WEAPONS080

THE PENGUIN ANTI-SHIP MISSILE

Figure 58: The Penguin is relatively compact compared with other NATO anti-ship missiles, allowing more to be carried on the Typhoon.

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The Air Launched Anti-Radiation Missile (ALARM) operates by homing onto the emissions of enemy radar. Careful radar operators have adopted thepractice of switching on their radar only for brief intervals. However,ALARM can defeat this tactic by ‘memorising’ the location of the lastdetected emission. The moment a radar ‘lights-up’ when you have theweapon selected, the ALARM will lock-on. Fire the weapon if you arewithin range. Some SAM sites, however, will not switch on the radar untilyou have flown past. This is very dangerous because the retreating ‘hot’end of the airplane is an easy target for a SAM. This is why Wild Weaselflights often carry cluster bombs, using these when sites refuse to switchtheir radar on.

Firing the ALARM in practice• Press the ‘Insert’ or ‘Page-up’ key to bring up a tactical display.• Scroll through the display using either the ‘Delete’ or ‘Page-up’ keys

until the Infra red screen shows (green display).• Select the ALARM using the ‘Backspace’ key.• Select the nearest available target using the ‘T’ key.• You should now see the target in the display, with its range indicated. • When it is in range, press the trigger to release the weapon.

THE ALARM ANTI-RADIATION MISSILE

Figure 59: On Wild Weasel missions, ALARM is the weapon of choice for destroying radar sites and SAM guidance systems.

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Version III of the battle-proven Paveway series of laser guided bombs(LGBs) was designed specifically to allow low-altitude delivery and toensure greater stand-off distances. In Typhoon, designation will be doneby ground forces, so all you need to do is get within range of the targetwith a clear line of sight… cloud will obstruct the laser guidance system inthe bomb’s nose. Once you are within range of the target, it will appear inthe IRST display. The system will automatically zoom onto the target. Onceyou have released the bomb, it will be tracked in the IRST MFD.

Dropping the LGB in practice• Press the ‘Insert’ or ‘Page-up’ key to bring up a tactical display.• Scroll through the display using either the ‘Delete’ or ‘Page-up’ keys

until the TI screen shows (green display).• Select the LGB using the ‘Backspace’ key.• Select the nearest available target using the ‘T’ key.• You should now see the target in the display, with its range indicated.• When it is in range, the shoot cue will flash and you should press the

trigger to release the weapon.

FIRING AIR-TO-GROUND WEAPONS082

THE PAVEWAY III GUIDED BOMB

Figure 60: Although designed to be a precision weapon, the LGB may be tough to drop when the weather is cloudy, breaking the laser tracking.

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The Mk 80 bombs have standard HE (High Explosive) warheads, which aredevastating if a direct hit was scored on tanks, ships, SAM sites orbuildings. You have a choice of 500lb Mk82 or 1000lb Mk84 bombs. Forlarge targets, choose the larger bomb.

Bombs can be released in shallow dives from medium to low altitudes, orin steep, dive-bombing attacks. The latter help to keep you above ManPortable Air Defenses (MANPAD shoulder-launched weapons) and AAA.Ingress at 20 – 30, 000 ft and navigate to within five miles of the target.At this point begin a steep dive, closing your throttle and opening theairbrake to help slow your descent. Fly the CCIP through the target andrelease the weapons at around 15,000 ft, pulling up and egressing at

around 10,000 ft. When dive bombing, the steeper the dive, the moreaccurate your bombing will be. The bombs should not be released below2000ft, or your plane will be damaged by the blast.

Dropping the free-fall bomb in practice• Select the weapon using the ‘Backspace’ key.• Fly towards the ingress waypoint above 2000ft, at a speed of 450 - 500 knots.• Keep the wings level on your approach; i.e do not bank the aircraft.• Try to acquire the target visually.• Smoothly fly the bomb fall line through the target.• Release the weapon when the CCIP mark crosses the target.• Run out fast and low over the target.

THE MARK 80 SERIES UNGUIDED BOMBS

Figure 61: The unguided bombs are in plentiful supply, and with skillful delivery are effective weapons.

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This weapon is ideally used where destruction of a soft-skinned target isnecessary and a precision approach cannot be guaranteed, for examplewhen flying fast and low. The best height for delivery will be between 250and 500 ft. Only 5 seconds spacing is required between aircraft deliveringthis weapon. If your wingman is flying close formation when the bombsare dropped, you will saturate the area and cause widespread destruction.It is an ideal weapon for missions against small vessels at sea.

Dropping the cluster bomb in practice• Select the weapon using the ‘Backspace’ key.• Fly towards the ingress waypoint at low-level to avoid radar, at a speed

of 450 - 500 knots. • Keep the wings level on your approach.• Try to acquire the target visually.• Smoothly fly the bomb fall line through the target.• Release the weapon when the CCIP mark crosses the target.• Run out fast and low over the target.

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THE BL-755 CLUSTER BOMB

Figure 62: The cluster bomb is an area weapon, most useful for ensuring destruction of soft targets such as SAM sites and small ships.

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Figure 63: The systems status display describes the current status of each vital system in the aircraft.

Available on the centre MFD, the systems status display shows the state ofevery essential system in the aircraft. With all systems go after spool-up,the boxes representing each system will go green. An aircraft system thatenters a damaged state prior to declaring a total system malfunction, willappear in an orange box. Total system malfunction is heralded by thedamaged system’s box turning red.

When damaged, you will notice that Typhoon starts to behaveunpredictably. The flight control system will reconfigure itself in anattempt to correct the problems. This may make matters better orunfortunately – worse. Once the majority of aircraft systems have shutdown, ejection is your only available recourse. Remember, it is best to ejectover friendly territory, so attempt to fly to safety if at all possible.

Assessing aircraft damage in practice• To bring up the System Status MFD, switch on the centre MFD using the

HOME key.• If the Status MFD is not visible, cycle the MFD using the END key.• Check to see that all systems are ‘green’.

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Figure 64: The autopilot waypoint mode is handy for navigation, and the auto-throttle is useful in dogfights and landing.

The autopilot has two modes: the waypoint-track mode and the trackingthrottle mode. The autopilot display is on a centre MFD, and this is whereyou set the desired mode. Modes can also be switched using ‘SHIFT A’. Toactivate and de-activate the autopilot press ‘A’.

WAYPOINT TRACKING MODE

In waypoint mode, the aircraft will head for the selected waypoint with analtitude equivalent to the altitude being flown when the autopilot wasset. You are able to alter the waypoint selected with the ‘Q’ and ‘W’ keys,for last waypoint or next waypoint. This mode is particularly useful if youhave become disoriented after combat or when heading for your targetpoint. The autopilot waypoint mode will always take you to an altitudewhere you will be safe from impact with mountains and hills.

THROTTLE TRACKING MODE

In tracking throttle mode, the engines will try to hold the same airspeed asthe airspeed that was being flown when the autopilot was set. This isparticularly handy for setups without throttles, as the autopilot willattempt to maintain a constant velocity.

The autopilot in practice• To bring up the Autopilot MFD, switch on the centre MFD using the

HOME key.• If the Autopilot MFD is not visible, cycle the MFD using the END key.• The selected mode is shown in green.• To change mode, press SHIFT A.• Press A to activate the autopilot.

NOTE. It is possible to change mode without the Autopilot MFD ondisplay. Simply press SHIFT A to switch modes and the A key to activateor de-activate the autopilot.

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MANAGING YOUR FUEL 087

Engines and Fuel Display

Figure 65: Keep an eye on the fuel display, especially after combat using afterburners.

The fuel display is handy for calculating fuel left and fuel required toreach an indicated waypoint, your next waypoint, home base or nearestairbase. Three colours are used to indicate critical fuel levels: green meansadequate fuel; orange indicates that fuels levels are becoming critical; redindicates that you have insufficient fuel for the specified destination. Forexample, if you see an orange bar on your Home Airbase indicator, thisindicates ‘Bingo’ fuel or the fact that you have just enough fuel to gethome. The display is dynamic: as you open the throttle, you will see theeffects of the increased fuel consumption. However, as you accelerate, thespeed increase has a positive effect on fuel consumption, because you areable to travel further. Flying high at supersonic speeds will be better thanflying low and fast, because you have the added benefit of being able toglide for long distances if you should run out of fuel.

If you are flying with drop tanks, their load is added to the total fuel load.When the tanks are empty, you will see a message on the display tellingyou to jettison the tanks. This will be accompanied by a similar messagefrom ‘Nagging Nora’, the aircraft’s voice prompt.

The fuel display also reveals the tremendous fuel consumption caused byusing afterburners. This is an instrument you should learn to use, becausefuel will be critical on some missions.

Note: the top bar will only indicate full capacity when you are carryingall possible drop-tanks.

Managing your fuel in practice• Switch on the centre MFD with the ‘Home’ key.• Toggle the display with the ‘End’ key until you see the Fuel display.• Observe the effects of your speed and throttle setting on fuel consumption.• When your drop tanks become empty, press the ‘J’ key to access the

‘Jettison Loads’ menu.

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Voices from the following characters can be heard in the game:

Player pilot malePlayer pilot femaleWingman maleWingman femaleFlights in player mission male(strike, escort, wild weasel,transport)Flights outside player mission maleTower female

Pilot Chat MeaningLead, roger/copy that Confirmation that an order is being executedKnock it off! Stop whatever you are doingTwo, disengage Break away from an engagement with the enemyEngage my target/bandit Attack the air target I have lockedEngage ground threat Attack the ground target I have lockedBracket Start pincer movement against enemyTwo, bracket left/right Form on side of a pincer movementBracket complete Pincer movement completedCommencing attack run Beginning a ground attackWeapons hot. Commencing attack! Weapons are active. Attack is starting.Mayday, Mayday, Punching out/ejecting Help, help, I am going to eject from the aircraftMissile inbound!/Incoming missile Missile heading for an airplaneSplash! You have hit a target and killed itI'm hit! You are hitLead on the hold Waiting for permission to land/take-offLead ready for departure Ready to take-offAirborne After take-off, when the wheels are off the groundSpread/close formation, go card Open or close the formation, or distance between player and wingmanAll flights abort mission. Repeat abort mission! Stop the mission and go home, jettisoning unused air-to-ground weapons.

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TYPHOON PILOT SPEECH 089

Pilot Chat MeaningWeapons hot, engaging Weapons are live and I am engaging an enemy.Negative Lead, I'm low fuel I can’t oblige, I have a fuel shortage to worry aboutNegative Lead, I'm out of weapons I can’t oblige, I have a weapons shortage to worry aboutNegative Lead, my aircraft is damaged I can’t oblige, I have damage to worry aboutFox one I have fired a BVR missile (Meteor)Fox two I have fired a short-range missile (ASRAAM)Guns, guns Watch out, I am using gunsWeapons free Bombs have left the aircraftRadar on. Nose hot. Radar off. Nose cold When the radar is on, the nose is said to be hot and, conversely, cold.Unidentified contact I don’t know who that isBugging out I am leaving the fight and heading homeGround threat There is a SAM or AAA unit nearbyOut of fuel, looking for somewhere to ditch No fuel, I need somewhere to land quicklyRequest vector for recovery I need directions to the airfield, please!Pan pan pan! Request emergency landing Emergency, listen to me and give me priority for landingRequest clearance to land I would like to land, if possible.On the brake. Coming in for final approach. Airbrake on, making final approach to the runwayGear up/down Undercarriage up/down

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EUROFIGHTER TYPHOON – BACKGROUND INFORMATION090

HISTORY

The operational requirements for the Eurofighter aircraft, the world’s mostadvanced swing role combat aircraft, were set out in the European StaffRequirement (ESR-D) of January 1994, agreed and signed by the Chiefs ofAir Staff of Germany, Italy, Spain and the UK.

ESR-D specified an extremely agile single seat, twin engined, delta canardfighter with optimal performance in both supersonic and sub-sonic regionsof Beyond-Visual-Range (BVR) and Close-In-Combat, while at the same timeretaining a very significant Air-to-Ground capability. Maximum operationaleffectiveness and flexibility, high survivability, extensive technologicalgrowth potential as well as high reliability and maintainability at lowoperating costs were defined as the major design criteria.

Several industrial consortia were set up as part of the project, including:

Eurofighter GmbH, set up to manage the development of the completeweapon system. It is owned by the four partner companies, with agreeddevelopment workshares of:

• BAE SYSTEMS (BAE – UK) – 33 per cent• Alenia Aerospazio (Italy) – 21 per cent• EADS (Formerly DASA, Germany and CASA, Spain) – 46 per cent

Eurojet Turbo GmbH, set up by Fiat Aviazione (Italy), ITP (Spain), MTU-Munchen (Germany), and Rolls-Royce (UK), to develop the EJ200engine for the new fighter aircraft.

Euroradar, a consortium brought together to develop the all-new CAPTORradar. It is led by BAE SYSTEMS (UK), and includes FIAR (Italy), EADSDefence Electronics, and ENOSA (Spain).

The Eurofighter project is managed by the NATO Eurofighter & TornadoManagement Agency (NETMA), set up to oversee the procurement ofweapon systems for all four partner country air forces.

TEST PROGRAMME

Seven development aircraft (DA) have been built by the four partnercompanies, and are all involved in an intense flight test programme in thefour countries.

The first flight of a Eurofighter aircraft took place on 27 March 1994.Development Aircraft DA1 made its maiden flight from EADS’ flight-testfacility in Manching, Germany. At this time DA1 was powered by two RB199interim engines, the engine of the Tornado and the EAP technologydemonstrator. The first flight was a total success. The plane handled welland all checks were successfully completed. The EADS test pilot described itas a “perfect aircraft”.

A few days later, DA2, the first BAE SYSTEMS-built Development Aircraft,made its maiden flight from BAE SYSTEMS Warton on 6 April 1994. Theplane was also equipped with the RB199 engine. The test pilot was highlyenthusiastic, commenting that even this early in its development, theaircraft was showing impressive potential.

DA3, the first of the two Italian Development Aircraft, flew from Caselle,near Turin, in June 1994, and was the first to be equipped with the EJ200engine. In the flight test programme, this Development Aircraft is used forengine integration testing as well as weapons testing, including missiles andthe 27mm gun.

DA4, the second BAE SYSTEMS Development Aircraft and a two-seatervariant, flew for the first time in March 1997 from Warton. It is also usedfor training pilots new to the Eurofighter Typhoon.

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The second German Development Aircraft, DA5, made its first flight in February1997. It was the first complete weapon system with the CAPTOR radarsystem installed. In the flight test programme, this Development Aircraft isalso involved in testing avionics integration and weapons integration.

The two-seater DA6 was the built by EADS in Spain and flew for the firsttime in August 1996. Built to train pilots new to Eurofighter Typhoon,DA6’s main mission in the development programme is to test avionicssystems and the carefree handling of the two-seater variant.

DA7, the second Development Aircraft built by Alenia Aerospazio in Italy,made its maiden flight in January 1997. In the flight test programme, thisDevelopment Aircraft is used for weapons integration, navigation systemsand performance.

By September 2000, the seven Development Aircraft had logged a total ofmore than 1300 flying hours and well over 1400 test sorties.

EVOLUTION OF THE DEVELOPMENTPROGRAMME

With the flight test programme well underway, in early 1996 the fournations signed a further contract in preparation for the production phaseof the programme. This included a re-orientation of the requirements ofthe four countries’ air forces. The contract also formalised a change in theworkshare for the production phase of the programme, due to a revisionof the procurement requirements for the four nations. The final aircraftrequirement figures, agreed in January 1996:

232 for the UK 37% workshare180 for Germany 30% workshare121 for Italy 19% workshare, and 87 for Spain 14% workshare.

In mid-1996, trials were started for the integration of a new radar systeminto the aircraft. The CAPTOR, a new multimode pulse-Doppler radar,developed by the Euroradar consortium, was initially tested in a BAC1-11flying test-bed, before being integrated into the main test programme.

PRODUCTION PHASE

The UK government announced its commitment to signing the four-nation Memorandum of Understanding (MoU) for the start of theproduction investment phase in September 1996. Spain followed inNovember of the same year, while the decisions by the German and ItalianGovernments were confirmed in late 1997.

The Defence Ministers of the four partner countries signed the MoUscovering Production and Support on 22 December 1997 in Bonn. NETMAand Eurofighter GmbH subsequently signed the production and supportcontracts for 620 aircraft on 30 January 1998.

In September 1998, the industrial consortium responsible for theEurofighter programme announced that the aircraft was being namedTyphoon for the export market.

On 18 September 1998 the Supplement 2 agreements to the productioncontract were signed in Munich. This fixed-price contract covers theproduction of the first tranche of 148 aircraft.

Work on the first sub-assemblies for series production Eurofighter aircraftcommenced in late 1998.

At Samlesbury in the UK, BAE SYSTEMS has begun assembly of the frontfuselage cockpit half sections. At Bremen in Germany EADS has startedassembly of the centre fuselage rear section, at EADS in Spain work hascommenced on the first right, and at EADS in Italy on the first left, wing.

EUROFIGHTER TYPHOON – BACKGROUND INFORMATION 091

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In September 2000 BAE SYSTEMS commenced the final assembly of thefirst production Eurofighter Typhoon aircraft at Warton in Lancashire. BAESYSTEMS was the first of the four partner assembly lines to start the finalstage of production of Eurofighter Typhoon. EADS-Germany and AleniaAerospazio of Italy launched their final assembly sites late in 2000, whileEADS-Spain followed in early 2001.

EXPORT

Eurofighter Typhoon targets markets for the replacement of 2nd/3rdgeneration aircraft and those countries seeking to enter the 4thgeneration combat aircraft market with the worlds’ most advanced swing-role combat aircraft.

Over the past two years the opportunity for Eurofighter Typhoon exporthas progressed rapidly. The replacement 2nd and 3rd generation militaryaircraft requires an option for an advanced swing-role aircraft. EurofighterTyphoon is well placed to meet this demand. A potential export market ofup to 800 aircraft between 2005 and 2025 is foreseen in Eurofighter’s ownmarket analysis (not including US, CIS and the four EUROFIGHTER Nations(D, I, E, GB). The aim is to capture over 50% of this available market i.e.>400 aircraft. This would bring the total production up to over 1000aircraft, which will be the largest military aircraft programme in Europe.

The EUROFIGHTER Partner Companies created a single organisation,Eurofighter International (EFI), based in London to address this issue. EFI’sresponsibilities are:

• Export related marketing sales and commercial activities• Export Customer interfaces• Export financing and contracting including support aspects of export

contracts (Industrial participation etc.)

EFI is fully backed by the strengths and resources of the Partner Companiesin the Eurofighter consortium - European Aeronautic, Defence and Space.(EADS), BAE SYSTEMS, and Alenia Aerospazio. EFI is currently runningactive campaigns in the Netherlands, Greece, Norway and South Korea.

EUROFIGHTER TYPHOONDESIGN FEATURES AND PERFORMANCE:

Performance/Weight• Two Eurojet EJ200 turbofan engines, each approximately 60kN

(13,490lb) dry, 90kN (20,250lb) with reheat• Maximum speed of Mach 2.0 plus• Runway requirement of 700m (2,300ft)• g limits +9/-3• Basic Mass Empty (enhanced air to ground capability)

10,995kg (24,239lb)• Maximum take-off weight 23,000kg (50,700lb)• External stores load (weapons and fuel) 6,500 - 8,000kg

(14,330 - 17,636lb)

Weapons and stores• Internally mounted 27mm Mauser gun• Total of 13 external stores stations: five (incl one wet) under fuselage

and four (incl one wet) under each wing• Mix of Beyond Visual Range Air-to-Air missiles (BVRAAM) and

Short-Range Air-to-Air Missiles (SRAAM) carried externally• Four BVRAAM underfuselage in semi-conformal carriage configuration• Full range of Air-to-Surface weaponry including:• Laser guided bombs• Advanced anti armour weapons • Conventionally armed stand-off missiles

EUROFIGHTER TYPHOON – BACKGROUND INFORMATION092

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EUROFIGHTER TYPHOON HELMET

The Eurofighter Head Equipment Assembly (HEA) comprises the aircrewhelmet and all the sub-system elements needed to display a real worldoverlaid picture on the helmet visor.

The HEA provides a 24-hour, all-weather capability to track targets usingthe visor display, and designate them for attack using the microphone tocommunicate via the aircraft Direct Voice Input (DVI). Information isdisplayed wherever aircrew look as the HEA includes a high-speed opticaltracking system to determine which way the helmet is pointing.

The HEA fulfils all of the normal functions of an aircrew helmet, such as:

• Life support • Oxygen mask – positive pressure breathing for high g manoeuvres. • Communications • Microphone – direct voice input (DVI) compatible. • Earphones – including high attenuation of external noise. • Aircrew protection • High Speed Ejection – tough helmet shell, blast visor, secure fastening. • NBC – NBC hood can be fitted. • Laser – anti-laser visor.

Additional Features:• Aircrew comfort • Lightweight Advanced helmet suspension system• Comfortable and stable, air-cooled temperature control• Logistics support • Display of target/flight information • High performance symbol/image generation • Binocular fully overlapped wide (40°) field of view • Capture and display of the Night Vision Enhanced (NVE) outside world picture • Twin Night Vision Enhancement (NVE) cameras - wide (40°) field of view.

The outstanding achievement of HEA is to bring together an array ofadvanced technologies and systems in a single integrated operationalhelmet. The capabilities offered by HEA set Eurofighter Typhoon apart andoffer aircrew a key tactical advantage in combat.

EUROFIGHTER TYPHOON – BACKGROUND INFORMATION 093

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PRODUCTION PROGRAMME

The overall production contract for the initial purchase of 620 aircraft plusan option for 90 aircraft was signed by NETMA and Eurofighter GmbH onJanuary 30th 1998.

Under this maximum price Umbrella Contract, were the followingagreements:

• Supplement 1 for Production Investment for the 620 aircraft, and long lead items for the first batch of 148 aircraft.

• A framing agreement for Integrated Logistic Support for the whole programme,

• Two Procurement contracts: PC 1 for ILS services and PC 2 for defining and tendering for the design and development of four major ground support items including the Aircrew Synthetic Training Aids (ASTA) the Ground Support System, Ground Training Aids for technicians and the International Weapon System Support System.

On 18 September 1998 the Supplement 2 fixed price agreements weresigned between the NATO Eurofighter Management Agency (NEMTA),Eurofighter GmbH and Eurojet GmbH. These agreements translate themaximum prices defined in the Production Umbrella contracts into firmorders at fixed prices for a first Tranche of weapon systems comprising148 aircraft and 363 engines. The value of the order is in the region of 14Billion DM.

The agreements also include spare engines and role equipment for theTranche 1 aircraft, and long lead-time items for Tranche 2 of 236 aircraft.Further orders for the full range of spares, ground support equipment,training aids, and support for the first Tranche of aircraft followed.

Production of 232 aircraft for the UK, 180 aircraft for Germany, 121aircraft for Italy, and 87 aircraft for Spain will be in three tranches each of148, 236 and 236 aircraft respectively.

First metal was cut in the second quarter of 1998 and assembly of thefront and centre fuselage for the first production aircraft began by theend of 1998. Work on the first right and left wing started early 1999 andmajor subassemblies are now underway. Deliveries of aircraft from thisorder will begin in 2001 with five Instrumented Production Aircraft (IPA).These will join the seven aircraft already in the flight test programme.First deliveries of operational aircraft to the Air Forces are planned for 2002.

Production of Eurofighter Typhoon is characterised by modernmanufacturing techniques and principles. Integrated product teams lookat lean manufacturing methods to cut down delivery lead-times, to keepcost down and to increase productivity. The use of advanced materials likecarbon-fibre keeps the complexity of parts low and reduces the totalnumber of parts. A high level of automation will be achieved by usingCATIA for designing the tools and programming numerical controlledmachines on the shop floor.

Following the single-source principle, the four partners share productionas follows:

• Alenia Aerospazio left wing, outboard flaperons, second and third stage of aft fuselage

• BAE SYSTEMS front fuselage, canards, windscreen and canopy, dorsal spine, vertical stabiliser, inboard flaperons and stage one of aft fuselage

• EADS MA (Spain) right wing and leading-edge slats• EADS MA (Germany) central fuselage.

EUROFIGHTER TYPHOON – BACKGROUND INFORMATION094

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Four final assembly lines are being set up by the four partner companies:

Alenia Aerospazio Caselle near TurinBAE SYSTEMS WartonEADS (Spain) Getafe near MadridEADS (Germany) Manching

Production by Tranches

Tranche aircraft engines Timescale for deliveries1 148 363 2001 to 20052 236 519 2005 to 20103 236 500 2010 to 2014total 620 1382

Production by Nation

Country Tranche 1 total workshare percentageUK 55 232 37Germany 44 180 30Italy 29 121 19Spain 20 87 14

EUROFIGHTER TYPHOON – BACKGROUND INFORMATION 095

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EUROFIGHTER TYPHOON – STEALTH

To survive in a present day, hostile, combat scenario, all modern fighteraircraft must be designed with “stealth” in mind and some aircraft havebeen designed with stealth as the overriding design objective, regardlessof the impact that this approach might have on other critically importantfeatures such as manoeuvrability, weapon payload and, more importantly,affordability.

Designing a fighter aircraft for stealth alone means making compromisesto its aerodynamic and manoeuvre performance as well as restricting thenumber of weapons that aircraft can carry. The carriage of weapons onconventional under-wing pylons negates the stealth design.

The design of the aircraft has not sacrificed flexibility of weapon carriage,manoeuvrability or performance to produce an inflexible stealth aircraftbut it does contain a comprehensive suite of stealth features.

Visual Detection: the combination of small airframe and low engineemissions makes the Eurofighter Typhoon very difficult to detect visually.

Radar Reflections: although not of the classic angular, zigzag edged shapeusually associated with stealth designs, Eurofighter Typhoon’s shapebalances aerodynamic requirements, such as low drag and high lift, withthe need to minimise reflected radar energy in all directions producing asignature which is smaller than that of all other combat aircraft currentlyin production.

Passive Systems: using a combination of IRST (Infra-Red Search and Track),ASRAAM (Advanced Short Range Air-to-Air Missile) and helmet aiming,the Eurofighter Typhoon pilot can electronically detect, engage and killother aircraft without the other pilot ever being aware of the aircraft'spresence. Similarly, with FLIR (Forward Looking Infra-Red) and night

vision equipment the Eurofighter Typhoon pilot is able to operate lowlevel at night, detecting and engaging ground targets without emittingtell-tale radar transmissions.

Defensive Aids: Eurofighter Typhoon’s self-protection system has a numberof passive modes, allowing the detection of enemy emissions withoutrevealing the Eurofighter aircraft's presence.

Communications: any radio transmission can reveal an aircraft’s positionbut the Eurofighter Typhoon is able to receive information, both in theform of voice and data - such as target information - from its datalinkand secure radio systems; equally, all voice transmission is encrypted toprevent its detection.

These features, inherent within the aircraft airframe and onboard systemdesign, are supported by a cockpit, which gives the pilot continuous andinstant control over the level of emissions from his aircraft. Therefore hecan operate completely “silent”, yet still receive target information fromother aircraft and his own passive sensors, even to the end of anengagement, at the same time relying on Eurofighter Typhoon’s stealthfeatures to protect him against detection.

All these features ensure that the Eurofighter Typhoon has highsurvivability and the ability to operate independently from ground andairborne control agencies in dense electronic warfare environments. TheEurofighter Typhoon is by any standard a stealthy aircraft.

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EUROFIGHTER TYPHOON – BACKGROUND INFORMATION 097

EUROFIGHTER TYPHOON – THE TWO SEATER

The two-seat variant of Eurofighter Typhoon is a key part of theEurofighter programme. It is designed for training while retaining fulloperational capability.

Of the seven Eurofighter aircraft currently involved in the flight testprogramme, two are of the two-seat variant - UK's DA4 and Spain's DA6.DA6 made its maiden flight on 31 August 1996, piloted by Alfonso deMiguel, the Director of Flight Operations for EADS Spain. DA4, flown byBAE SYSTEMS' Derek Reeh, made its maiden flight on 14 March 1997.

The Eurofighter two-seater design enables full operation from the frontseat, with provision for an instructional role, including weapon training,from the back seat.

The overall dimensions of the two-seat variant are identical to that of thesingle-seater. This was achieved by removing the forward transfer fuel

tank to accommodate the second cockpit. The reduction in fuel capacity ispartly offset by an auxiliary fuel tank in the enlarged spine of the two-seater. In comparison to the single-seater there is a minimal reduction inmission radius of action and combat-air-patrol loiter time due toadditional weight and reduced internal fuel. The point performance dataremain almost unchanged.

A total of 100 two-seaters are under contract. 52 will be built as part ofthe first production tranche of 148 aircraft, 25 as part of the secondproduction batch and 23 aircraft in the third batch.

When it enters service, the two-seater Eurofighter will be used forconversion and weapon training.

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Type Mission Features Max. EF load27 mm cannon Short range defence internally mounted 1Meteor Beyond Visual Range Air-to-Air Missile (BVRAAM) Ramjet propulsion Active radar seeker 6AIM-120 AMRAAM Advanced Medium Range AAM Active radar seeker 6ERAAM Extended Range AAM Dual pulse rocket motor 6FMRAAM Future Medium Range AAM Liquid fuel ramjet propulsion 6AIM-9L Short range AAM 6ASRAAM Advanced Short Range AAM Focal-plane array seeker 6IRIS-T Advanced Short Range AAM Infrared imaging seeker 6ALARM Anti-radiation Missile Loiter capability 6Penguin Anti-ship Missile Mk 3 version range 50 km 4Harpoon Anti-ship Missile Low level flight, active radar seeker 4Brimstone Anti-tank Missile Millimetric wave seeker 18Taurus Cruise Missile Terrain-following, range 150-350 kmPaveway GBU-10/16 Laser Guided bomb Mk 83/84 bomb with laser guidance 4Paveway III Laser Guided bomb Advanced Laser Guided bomb 3BL 755 Cluster bomb 147 bomblets 6Bombs 500-2000lb Unguided bombs 12Rockets CRV-7 Unguided rockets 19 rockets per pod 4

EUROFIGHTER TYPHOON – BACKGROUND INFORMATION098

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TECHNICAL SUPPORT 099

If you are experiencing problems with the software and have followed theinstructions in this manual carefully, please call our customer supporthelp-line and speak with one of our technical representatives, oralternatively visit our website at http://www.rage.com where the majorityof common problems and solutions will be displayed.

When you contact our support line, please try to have information aboutyour PC configuration available, together with a detailed description onthe problem you are experiencing. If at all possible, try to be seated infront of your computer. Our representatives will endeavour to structuretheir instructions according your level of PC competency, but it may notalways be possible to avoid technical jargon. Always have a pen and paperready to take down their instructions.

Rage Customer Support is available from 9.30am-1.00pm, and from2.00pm-5.30pm (UK times), Monday to Friday, with the exception ofnational holidays. The number is +44 (0) 121 452 8400.

TROUBLESHOOTING GUIDE

DRIVER PROBLEMS

The vast majority of problems that you are likely to encounter will berelated to drivers, which should allow the game to make optimum use ofyour system resources. Typhoon is dependent on Microsoft DirectX drivers,which are responsible for various aspects of your system including: video,sound, controller input, 3D graphic functions, CD ROM access and otherfunctions. If you do experience problems, always ensure that you are usingthe latest drivers for these devices, and that your DirectX installationshows these devices as being certified. Run the application dxdiag.exe toconfirm this. The latest version of DirectX can always be downloaded fromhttp://www.microsoft.com/directx

VIDEO PROBLEMS

Typhoon makes use of many of the features which are provided exclusivelyunder DirectX 7.0A. During our testing, we found that some older videocards did not have DX7 compliant drivers and so were unable to play thegame without problems being displayed. Please note that simply havingMicrosoft DirectX 7.0A installed is not sufficient to ensure that the gameruns correctly on your system. The drivers for your video card must also beDX 7 compliant or you will experience visual problems. In order to obtainthe latest drivers for your video card, please contact the manufacturer ofthe device.

CD ROM PROBLEMS

Make sure that the CD ROM disk is in the drive, with the label facingupwards. The CD ROM disk must be in the drive to install or run the game.

Ensure that the CD ROM disk is free from any markings or scratches thatmay interfere with normal operation. If the disk requires cleaning, gentlywipe the surface with a dry, non-abrasive cloth.

If at any time the disk vibrates excessively in the drive, remove the diskimmediately and return it to the retailer to be exchanged. The disk may bedefective and prolonged use may damage the CD ROM drive.

SOUND PROBLEMS

Make sure that your speakers or headphones are plugged into the correctsocket, and that the volume control is at an appropriate level. Ensure thatthe speakers are switched on.

If you continue to experience problems, ensure that the Volume Controltaskbar icon (depicted by a small yellow speaker) is present. Double-

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clicking this icon will open the Volume Control window. Make sure thatthe Wave and Master Volume controls are set at an appropriate level andthat the Mute feature is not enabled.

Typhoon makes use of 3D positional sound if your sound card supports it.However, in order to experience this, you will need to have suitable

speakers that are correctly positioned, and the sound card will also need tobe aware of your speaker orientation. If you are not sure about this andyou would like to make use of this feature, please consult thedocumentation supplied with your sound card and speakers.

TECHNICAL SUPPORT100

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Don Whiteford Project Manager

PROGRAMMING Steve Hunt Design & Lead ProgrammerMark Gornall ProgrammerKevin Gee Programmer

GAME ARTWORK Martin Carter Lead ArtistNeil Ambler ArtistRichard Thomas Artist

PILOT SCENES Donna Jennet Lead ArtistAndrew Stewart ArtistPaul Dolan Artist

R&D Robin Anderson Senior ProgrammerMark Lomas ProgrammerKam Yin Yip ProgrammerPaul Bonner Programmer

ADDITIONAL ARTWORK Andy Bate Senior ArtistAllan Duggan ArtistPaul McHugh Animator

MUSICBuster Field Musician

PUBLISHER SUPPORTJohn Schorah Deputy Managing DirectorSimon Lilley Marketing DirectorColin Stokes Commercial Director Phil Wright Sales DirectorGlen O’Connell Corporate PRTony Fitzgerald European Sales ManagerJane Hickey Marketing ManagerPat Kavanagh Production Sevices ManagerBill Bird Manual Design & LayoutMartin Kitney Product PRLisa O’Connor Sales Administrator

ADDITIONAL SUPPORTNev Cook IT SupportClare Montgomery News PresenterAndrew Diey Sound DesignSteve Lord Sound DesignBill Scanlon Multimedia ContentAlly Noble Project ServicesIan Bustin Eurofighter GmBHPeter Scaramanga Biss-LancasterLisa Hillary-Tree Biss-LancasterJay Posseter Biss-LancasterJohn Turner Typhoon Test Pilot – WartonKeith Hartley Typhoon Test Pilot – WartonMike Waterworth Animations support

QADean Bent QA ManagerNick Hall Lead TesterStuart Williams TesterDavid Dixon TesterJody Craddock Tester

ALSO THANKS TO…Colin BellDavid EwingPaul FinniganPeter DesmierJon OldhamNick WhiteJoanne BarnesNao ItohJulia YoungDave Birkhead (get well soon)Liam RisnesLuke BoormanAnd all the friends and families.

CREDITS101

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NOTES102

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HEADINGNOTES103

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NOTES104