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User manual GAMES PC F-22 TOTAL AIR WAR
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User guide GAMES PC F-22 TOTAL AIR WAR
Detailed instructions for use are in the User's Guide. © 1998 Infogrames United Kingdom Limited. Ocean is a registered trademark of Infogrames United Kingdom Limited. © 1998 Digital Image Design Limited. All rights reserved.
Contents
Please Read First .......................................................... 9
War Room ................................................................. 32 War Room Overlays ................................................ 35
Getting Started
Game Installation .................................................... 10 Starting Total Air War ............................................. 12 Quick Start & Using the Interface ........................ 13 The Main Interface ................................................. 13
Scramble!
Introduction .............................................................. 37
Player Missions
Introduction ............................................................. 38 Mission Information ............................................... 38 Ranking ..................................................................... 39
Total Air War Overview
Simulation Overview ............................................... 15 Login .......................................................................... 15 Campaign Scenarios .............................................. 16 War Room ................................................................. 16 AWACS (Airborne Warning And Control Systems) .................................................................... 17 Navigating around Total Air War .......................... 18 F-22 Missions ........................................................... 20 Mission Planner ...................................................... 20 Enhanced Multiplayer ............................................ 21 Custom Combat Generator .................................... 22 ACMI (Air Combat Maneuvers Instrumentation) ...................................................... 22 Player Views ............................................................ 22 Smart Views ............................................................. 23 Training ..................................................................... 24 Online Help ............................................................... 24
AWACS Campaign
Introduction ............................................................. Tactical Advantage ................................................ C4 Network .............................................................. Dropping into an F-22 ............................................ 40 40 40 41
Mission Planner
Introduction ............................................................. Target Area ............................................................. Assign Flights .......................................................... Assign Targets ........................................................ Weapons .................................................................. Waypoint ................................................................. Attack Pattern ........................................................ 42 43 44 45 46 48 49
Campaign
Introduction .............................................................. 25 Five Rings Process ................................................. 25 Total Air War Campaign ......................................... 26 Communications Network/ Allies and Adversaries ........................................... 29
Custom Combat
Introduction ............................................................. 50
Scenarios Initiating a Campaign
"There's no fighting in the War Room"
President Merkin Muffley, Doctor Strangelove, 1964.
Login .......................................................................... 30 Campaign Selection ................................................ 30
Introduction ............................................................. 52 Operation Highland ................................................ 55 Operation Port of Call ............................................ 56
5
Contents
Operation Strike Force .......................................... 57 Operation Outcast .................................................. 58 Operation Flame Out .............................................. 59 Operation Choke Point .......................................... 60 Operation Thin Line ................................................ 61 Operation Sea Control ........................................... 62 Operation Sea Breeze ........................................... 63 Operation Urgent Shield ....................................... 64 Radio Frequencies ................................................ 139
Contents
ACMI (Air Combat Maneuvers Instrumentation)
Introduction ........................................................... 143 ACMI Modes ......................................................... 143 ACMI Interface ...................................................... 144 ACMI Display Controls ......................................... 144 The Main Viewing Window ................................. 145 ACMI Video Controls ............................................ 146 Using ACMI ............................................................ 147 The Create Game Screen .................................... 161 The Custom Combat Screen ............................... 162 The Join Game Screen ........................................ 163 The Multiplayer Options Screen ........................ 164 Directplay Multiplay Options .............................. 164 Multiplayer Internet Gaming ............................... 166
Eurofighter Mikoyan
EF 2000 ......................................................... 229
MiG-29M ......................................................... 237
Dassault
Rafale ............................................................... 245
AWACS (Airborne Warning And Control Systems)
Introduction ........................................................... 167 The AWACS Command Interface ....................... 168 The Left Panel ....................................................... 168 The 3D Window .................................................... 170 The AWACS View Information Window ........... 170 The Right Panel ..................................................... 170 Viewing Flights and Objects Using the Map ... 170 Command Generation With the Mouse ............ 173 Commands from Allied to Allied Flights............ 174 Commands from Allied to Neutral Flights ........ 174 Commands from Allied to Enemy Flights .......... 175 Commands from Allied to Unknown Flights ..................................................................... 175 The Message Window ........................................ 175
Mikoyan
MiG-21 Upgrades ........................................ 253
The F-22
Introduction ............................................................ 65 Avionics Head Up Displays ...................................... 70 Indicated Targets ....................................... 78 Multi-Function Displays ............................ 79 Avionics Audio Cues ................................. 80 The Autopilot .............................................. 90 Basic Flight Engine Start ................................................ 94 Taxiing The F-22 ......................................... 95 Take Off ........................................................ 96 Navigation ................................................... 98 Preparing to Land ...................................... 99 Landing ....................................................... 101 Final Approach .......................................... 104 Air Refueling .............................................. 106 Re-Arming & Refueling ............................ 112 Thrust Vectored Maneuvers ................... 113 Air-to-Air Combat .................................................. 114 Detection .................................................... 114 BVR (Beyond Visual Range) Combat ..... 114 Closing ........................................................ 119 Maneuvering ............................................. 119 Disengagement ......................................... 121 Air-to-Ground Combat ........................................122 Smart Guided Air-to-Ground Weapons . 122 Smart Gliding Bombs ............................... 126 Unguided Rockets .................................... 129 Freefall Retarded and Cluster Bombs ... 129 Maneuvers ............................................................. 132 Wingmen Commands ........................................... 138 In Game Speech ................................................... 139
6
Boeing
E-3 Sentry .......................................................... 263
Weapon Systems
A General Introduction to Modern Air Combat .................................................................... 271
Player Views
Introduction ........................................................... 149 Using the Views .................................................... 149 Padlock Views ....................................................... 149 Views Keys ............................................................. 150 Extended Keyboard Cockpit Views .................... 154
Fighter Aircraft
F-14D ........................................... 289 F-15C ........................................... 289 Lockheed Martin F-16 ................................................. 290 McDonnell Douglas F/A-18E ....................................... 290 Sukhoi Su-27 ............................................................. 291
Northrop Grumman McDonnell Douglas
Smart Views
Introduction ........................................................... The Smart Views Interface ................................. Using Smart Views ............................................... Smart Views Keys ................................................ 155 156 156 156
Online Help
Introduction ........................................................... 179 The Online Help Interface ................................... 179
Strike Attack Aircraft
F-117 ............................................... 291 B-2 ............................................... 292 McDonnell Douglas F-15E ........................................... 292 Fairchild A-10A Thunderbolt II ............................... 293 Panavia Tornado ...................................................... 293 BAe/McDonnell Douglas Harrier ................................. 294 Dassualt Mirage-2000N ........................................... 294 Mikoyan MiG-27 ....................................................... 295 Sukhoi Su-25TM ....................................................... 295 Sukhoi Su-30MK ....................................................... 296 Sukhoi Su-34 ............................................................. 296
Lockheed Martin Northrop Grumman
Training Airfields ......................................................................... 181
Introduction ............................................................ 157 The Training Interface .......................................... 157 Features .................................................................. 158
Recognition .................................................................. 196
Multiplayer
Introduction ........................................................... 159 The Multiplayer Screen ....................................... 159 Error Messages .................................................... 160
Lockheed
F-22 .................................................................. 201 Reconnaissance Aircraft
Sukhoi
Su-35 ................................................................... 221
Lockheed Martin Lockheed Martin
U-2S ................................................ 297 EC-130E .......................................... 297
7
Contents
Reconnaissance Aircraft (continued) Mikoyan Ilyushin
Please Read First
Il-78 .............................................................. 310
MiG-25R ..................................................... 298 Myasishchev Mya-17 ................................................ 298 Teledyne Ryan Globe Hawk (Tier II+) ...................... 299 Lockheed Martin/Boeing Darkstar (Tier III -) ............ 299
Copyright Notice
The computer program and its associated documentation and materials are protected by National and International Copyright Laws. Storage of the computer program and its associated documentation and materials in a retrieval system, reproduction, translation, copying, hiring, lending, broadcasting and public performance are prohibited without the express written permission of Infogrames. Copyright 1998 Digital Image Design Limited. All rights reserved. Infogrames 82-84, rue du 1er Mars 1943 - 69628 Villeurbanne Cedex, France http://www.infogrames.com
Glossary .......................................................................... 311
Index ................................................................................ 317 SEAD Aircraft
McDonnell Douglas
EF-18 ........................................... 300
Bibliography ................................................................. 322
AWACS Aircraft
E-8 .................................... 300 Beriev/Ilyushin A-50 ................................................... 301
Northrop Grumman/Boeing
Credits ............................................................................. 324
About Digital Image Design Ltd ............................ 326 Helicopters
RAH-66 ............................................ 301 AH-64 ......................................... 302 Sikorsky UH-60 ......................................................... 302 Boeing Helicopters CH-47 .......................................... 303 Sikorsky CH-53 ......................................................... 303 Mil Mi-28 ................................................................. 304 Mil Mi-26 ................................................................. 304 Mil Mi-24 ................................................................. 305 Kamov Ka-50 ............................................................ 305
Boeing/Sikorsky McDonnell Douglas
A very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain light patterns of backgrounds on a television screen or while playing computer games may induce an epileptic seizure in these individuals. Certain conditions may induce undetected epileptic symptoms in persons who have no history of prior seizures of epilepsy. If you, or anyone in your family, has an epileptic condition, consult your doctor prior to playing. If you experience any of the following symptoms while playing a computer game: dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions, IMMEDIATELY discontinue use and consult your doctor before resuming play.
Developer: Digital Image Design Ltd., Tannery Court, Tanners Lane, Warrington, Cheshire. WA2 7NR
Pack Contents
Accompanying the manual inside this box you will find one CD-ROM, a guarantee card and a keyboard layout diagram. Please remember to return your guarantee card, and answer the questions. This gives us clues for developing the products you want in the future.
Data Validity
All data for TAW have been secured from public sources. DID stress that all simulated elements are our interpretation of the facts, and are intended for entertainment purposes only. Because the F-22 Raptor is still in development, some of the systems represented in the game may not be associated with the real plane. Any trade names or trade marks are the exclusive property of the respective manufacturers.
Transport Aircraft
C-17 ............................................ 306 C-130J ............................................ 306 Lockheed Martin C-5 .................................................. 307 Bell/Boeing V-22 ........................................................ 307 Ilyushin Il-76MF ........................................................ 308
McDonnell Douglas Lockheed Martin
Queries
If you should find either the program or the documentation unsatisfactory in any way, don't hesitate to drop us a line detailing in full the reasons for your dissatisfaction. This will help us to avoid repeating any similar problems in the future. Opinions and complaints should be sent to: The Project Director, TAW, Digital Image Design Ltd., Tannery Court, Tanners Lane, Warrington, Cheshire. WA2 7NR
Civil Aircraft
747 ................................................................ 308 Boeing 767 ................................................................ 309 Learjet 55 .................................................................. 309
Boeing
Caution
The CD-ROM that holds TAW can be damaged by mishandling. We recommend that even if you intend to run TAW directly from CD-ROM, you perform the full installation to hard disk once and make a back-up copy using back-up software.
Tanker Aircraft
Boeing
KC-135 .......................................................... 310
EPILEPSY WARNING
9
8
Getting Started
Getting Started
To install and run Total Air War (TAW), follow the steps below. If you have problems with the installation, or subsequent use of this product, please contact us on one of the following telephone/email numbers; you would like for TAW. There are three types: · Typical (the default setting) · Compact · Custom The `Typical' option will copy all data files on to your hard disk. This option requires the most hard disk space but offers the fastest loading times for the installed simulation. The `Compact' option copies only the files required to run the game. If you use this option you must have the TAW CD-ROM disk in your computer's CD-ROM drive when you play the game. This installation type has slower loading times than the `Typical' option, but takes a lot less hard disk space. The `Custom' option is for advanced users, and allows you to specify what files are copied on to the hard disk. 4. Next, you have the option of installing either the Direct3D or Glide (3Dfx Voodoo) executable. If you have any doubts about your graphic card hardware, select the default option, Direct3D. 5. The set-up program installs TAW to `\Program Files\DID\Total Air War' by default. To change this, select a new location by clicking on the browse button. 6. The set-up program will then ask which folder in the start menu you wish to place the program shortcut. It is recommended that novice users select the default setting by clicking on the `Next' button. 7. You will now be shown the options on screen that you have just selected. If you are happy with your choice then click `Next' and TAW will start to install.. If you are unhappy with your selections and you want to change them then keep pressing the `Back' button until you reach the option you wish to change. 8. The set-up program will now copy the TAW files on to the hard disk of your computer. The computer's progress can be seen on a blue bar in the center of the screen. When it reaches the right hand side, the file copying has finished. 9. The set-up program will now ask what controller type you want to use to play TAW. DID recommends that you play the game with a joystick to experience TAW at its best. If you do not have a joystick then you can control your aircraft using the keyboard. 10. The set-up program will then ask for sound options you want while playing the game. There are three options: · Sound Effects · Music · Speech
Getting Started
Telephone Support
Game Installation
The TAW set-up program will run automatically on inserting the game CD ROM disk into the CD ROM drive of your computer. If TAW is already installed on to your computer then you will be asked if you want to run the program, alter the game configuration or reinstall the game. In order to play TAW you must already have DirectX 5.2 installed on your computer. If required, the TAW set-up program will install DirectX 5.2 automatically .
11. You will be asked if you wish to look at the Readme file. The readme file contains necessary last minute alterations to the manual and other useful information. We recommend you browse through it before playing the game. 12. You have now installed Total Air War. Before you can play, you will have to reset windows to ensure it operates correctly, so click on the `Finish' button. Your machine will then restart. To run TAW follow the steps in the next section.
Installation Steps
1. Place the `Total Air War' CD-ROM in the drive of your computer. The set-up program will run automatically. 2. After clicking `Next' on the copyright window you will be asked if you want to install DirectX 5.2. It is recommended that you install this as TAW will not run without DirectX 5.2 (or above). 3. You will be asked what kind of installation
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Starting Total Air War
To start the game, press the Windows `Start' button and from each subsequent menu, select; Programs, followed by DID, followed by Total Air War and finally Total Air War.
11
Getting Started
Getting Started
Configuration
If you wish to re-configure the game after installation place the game CD-ROM in to the CD-ROM drive and select `Change Setup of Installed Game'. Click the `Next' button and follow the on screen prompts.
To Uninstall Total Air War
To uninstall the game, press the Windows `Start' button and from each subsequent menu, select; Programs, followed by DID, followed by Total Air War, and finally, Unintstall Total Air War.
Login Screen You will be presented with the Login Screen first, where you must enter your name and preferred call sign. Once you have completed the login process, TAW will load and take to straight to the main interface.
Custom Combat
Hand-edit intense head-to-head combat missions for instant action.
Multiplayer
Link your computer and fly with your friends in co-operative and head-to-head missions.
The Main Interface
Changes to the Published Manual
Amendments to this manual and information about specific hardware support can be found in the readme.txt file.
From the Main Interface, you can run the following sections of the game:
ACMI
The ultimate debrief. Replay every intimate detail of your mission in the ACMI (Air Combat Maneuvers Instrumentation).
Quick Start and Using the Interface
Once the game is installed, choose Total Air War from the start menu, or if you have created an icon, double click on the TAW icon on your computer desktop to start the game.
Campaign Choose one of ten dynamic scenarios for the new TAW campaign. Training
Learn the tricks of the trade in realistic training missions.
Options
Options contains a selection of user configurable options, including graphics and sound complexity.
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13
Getting Started
Overview
Welcome to DID's Total Air War (TAW). TAW is an extremely sophisticated aerial campaign and flight simulation program expertly integrated into one very compelling game. It is the next step in Digital Image Design Ltd's proud tradition of award winning military flight simulation products. TAW is as its name suggests a total, integrated air campaign based on plausible (but fictional) international conflicts in the Red Sea theater. It is a fight for aerial supremacy that will test your understanding of the chief tenets of modern strategic air power planning and execution. Don't worry though, there is a lot of interesting theory and expert advice contained here to help get your campaign started off in the right direction. In TAW, your real-time campaign will run continuously until the conflict has reached a final resolution. This conclusion will be based on several real-world variables being monitored by the campaign engine. Perhaps it might be that the allied losses have been too high, or that enemy forces have failed to realize their campaign objectives within their projected time frame, just to name a few. Any one of these or many other realworld factors will influence and ultimately force the winning or losing decision model. All aircraft missions within the campaigns are created dynamically in response to highlevel scenario decision-making processes made possible by the next generation of campaign artificial intelligence. These missions will vary in complexity and reflect the current strategic objectives, each of which will adhere to current USAF strategic doc-
Total Air War Overview
trine. Thus the campaign you embark on will be non-linear in nature which, as no missions are scripted, ensures that no scenario will ever play the same way twice. Your control of the campaign will be accomplished in one of two direct action roles, one as a U.S. Forces Battlespace Commander aboard the AWACS airborne command and control platform; and the other as a U.S. Air Force pilot, flying the advanced F-22 Air Dominance Fighter aircraft. Both roles will test your ability to focus on achieving your strategic objectives through a balanced use of proper force and sound tactics. This section will introduce you to TAW and provide you with a brief glimpse at some of the fun and challenges that await you!
Quit
Select Quit to leave the game and return to your desktop. Please refer to subsequent sections of this manual and the Online Help for information about flying the F-22, the dynamic campaign, AWACS and the other game components that constitute Total Air War.
Welcome to Total Air War
Login
TAW opens with the Login screen from which you enter your name and callsign. The dialogue box also displays your Squadron patch and pilot photograph. You can customize the Login screen by adding your own patch insignia and pilot photograph. A scoring and award system enables you to track your progress in each campaign and watch as your "simulated" U.S. Air Force career progresses.
Strap on a Jet...
If this is your first mission, select one of the Free Flight Training missions and once within the cockpit, press SHIFT S until you are airborne. Welcome to the F-22 Air Dominance Fighter in Total Air War.
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15
Total Air War Overview
include such diverse groups as Yemenis Su-35s, Egyptian Rafales, or maybe even British EF-2000s!
Total Air War Overview
AWACS
First introduced in F-22 Air Dominance Fighter the AWACS plays a pivotal role in directing your airborne campaign strategy in TAW. Networked with the ground-based EWR network, control from the AWACS makes it possible to detect and identify enemy airborne forces as soon as their intent can be classified as hostile. The role of the AWACS commander is to bear full responsibility for maintaining the integrity of all allied airspace. With the simple
War Room
The War Room is your active command headquarters screen for playing out the selected campaign scenario. From the War Room, you can monitor your campaign as it unfolds in real-time. Allied aircraft missions will appear and move as they carry out their orders, such as; patrolling friendly borders or flying offensive missions to strike deep behind enemy lines. Enemy and neutral forces are also visible from the War Room. However, without the assistance of the AWACS in conjunction with ground-based EWR sites, the enemy's intent may be difficult to determine. In the War Room you can watch as targets within the theatre get engaged by opposing forces. The War Room uses information display filters to assist you in understanding the current status of your campaign by displaying target damage information on the map. This will help you determine any targets relative strategic importance as the campaign progresses. The status of your Allied offensive can be determined by looking at the graphic display of gains and losses from within the War Room. The information on these graphs is updated every hour, as intelligence feedback is tabulated. From your position in the War Room, understanding and use of current US Air Force doctrine will play a key role in determining a winning strategy. Take command as key elements of enemy infrastructure are rendered in-operative and enemy aircraft and C4 nodes are targeted. Successful players will see the end result of air supremacy being achieved.
Ten dynamic campaigns
Campaign Scenarios
The Campaign scenarios are the heart of TAW. They are comprised of ten separate and distinct situations involving the nations in the Red Sea theater. These scenarios vary in complexity and duration starting with border disputes and progressing in scope and complexity to multi-national regional conflicts. Accurate modeling of air, ground and sea forces, based upon predictions of the balance of power in the early decades of the next millennium, means that you can fly alongside many different aircraft in many different national markings. These can
The heart of the C4 network
The E-3 Sentry, airborne command and control
Operational center - the War Room 16
drag-and-drop control interface, vector friendly aircraft assets to intercept in-bound bandit aircraft, identify unknown airborne targets and clear attack routes deep into enemy territory for allied strike flights. The real-time, constant generation of allied and enemy flights by the TAW campaign engine
ensures that your role as the AWACS commander can at times be a complex and demanding task.
17
Total Air War Overview
Navigating around Total Air War
Total Air War Overview
Login ACMI Options Main Menu
F-22 TAW Demo Help
Quit Custom Combat Debrief F-22
Credits Multiplayer Logon Create Game
Campaign
Debrief F-22
Campaign Selection
Training
War Room Debrief Debrief AWACS F-22 F-22 Debrief
18 19
AWACS F-22
F-22
Debrief
Fly Mission
Mission Planner
Total Air War Overview
Allied F-22 and AWACS missions currently ready for departure and will present them in the Mission Selection interface. You will note that all airbases will not have the same type of mission available for you to fly. The forward area bases, which often come under attack from enemy forces, will be limited to CAP and defensive type missions. The airbases further away from the front, deeper into allied territory should usually be safer from hostile attack. These bases will be providing more of the offensive type of missions. Airbases furthest from the front line will house the E-3 and E-8 aircraft along with any other High-Value Asset (HVA) and experimental aircraft which are best hidden from the opposing forces eyes. By selecting a cross-section of missions from the ATO, each of these airbases will have missions to fly. If your rank allows, you can choose to fly any one of a diverse range of missions, acting in a number of different tactical roles. Unlike F-22 Air Dominance Fighter, none of these air missions are scripted which again ensures that no two missions will ever be the same. variable within the campaign engine generated ATO mission. You have the ability to choose a different target if you don't wish to attack the one assigned to you by the AI. Realize that not taking out your campaign assigned target could have serious and farreaching implications on the outcome of the real-time war which is going on around you. The pre-planned waypoint route can be changed to avoid SAM and EWR sites as you see necessary for mission accomplishment. The altitude at each waypoint can also be changed to better integrate other supporting missions, such as your strike flight which will need to go in low to take full advantage of the support of high altitude wild weasel and escort flights. It is also possible to add and delete flights of aircraft from your mission while using the mission editor. You can choose to fly with extra fighter escort flights or if your prefer more of a challenge, you can opt to fly without any other support aircraft. The Mission Planner lets you arm your aircraft with a range of suitable weapons packages based on the flights mission role. These weapon loadouts reflect the best-choice option for that respective weapons platform. For the F-22 you have the option to select individual weapons for each pylon of your available wing and fuselage pylons. All of these mission planning tools use an intuitive point-and-click interface. Additionally you also have the option to use the automatic Mission Planner feature to automatically generate mission components, reducing your planning workload if you so desire. All of these advanced features are now available to you as part of the TAW Mission Planner, which is one of the most comprehensive planning tools currently available.
Total Air War Overview
`On the fly' mission generation
Route planning in the Mission Planner
F-22 Missions
The player wanting to take part in the campaign as an F-22 pilot now has three methods of getting into cockpit. The campaign engine will launch scramble missions as necessary to intercept enemy aircraft as they penetrate allied airspace. If you opt to fly a scramble mission, you will be launched directly into the cockpit of a ground alert F-22, waiting on the runway of an allied airbase ready to intercept inbound enemy aircraft. While commanding the AWACS, you can double-click the mouse on any allied F-22 and immediately assume control as the pilot in command of that aircraft. You can also choose to fly an F-22 mission from a current list of Air Tasking Orders (ATO) displayed in the Mission Selection Screen
Mission Planner
TAW brings you one of the most thorough, yet intuitive mission planning suites ever released for a flight simulation. Once you have selected an F-22 ATO mission from the Mission Selection interface you can choose to edit the mission with the Mission Planner. The Mission Planner enables you to edit almost every aspect of the selected mission's parameters including your target choice, supporting aircraft types and weapon selection. The Mission Planner is powerful enough to allow you to edit and fine-tune almost every
A full arsenal of weapons is at your disposal
Enhanced Multiplayer
TAW Multiplayer introduces a number of new game-play features including a new range of co-operative multi-player missions. Multiplayer also supports the CustomCombat Generator, allowing the game server to design specific head-to-head or co-operative missions.
21
F-22 Mission Selection
At any time during the campaign, you can fly an allied F-22 mission off of the latest ATO from within the War Room. The "Fly" request will search the ATO and then display all
20
Total Air War Overview
your fight. Take on a flight of deadly Su-35s, or MiG-29Ms with GUNS only! Custom Combat lets you experiment and find out for yourself how it feels to fight other airborne hardware 1-on-1 or 2-on-2, etc... the choice is yours to make.
Total Air War Overview
Smart Views
In a simulation, internal, external and God'seye views allow the user to see several different aspects of an object or the world; in TAW there is plenty to look at, with hundreds of vehicles moving simultaneously, plus sites of antiquity and other tourist attractions. In real military simulation, this function is called a `Stealth View'. In our simulation we call the feature `Smart Views'. This technology places virtual cameras on any aircraft or
(ACMI) Air Combat Maneuvering Instrumentation
The USAF operates several training establishments where data on aircraft and weapons positions are transmitted from fighters practicing combat, and relayed to ground stations where they are recorded. When the pilots land and gather for debriefing, the data are replayed in a simple 3D graphical form, enabling student pilots to learn from their mistakes. The dogfighting action can be slowed down, speeded up or frozen, to reveal every move down to the smallest detail. After much demand from our customers, we have included an ACMI facility for the player to record combat maneuvers and compare them as an aid to learning about modern air combat. Like the real thing, our ACMI collects data from the player's aircraft and allows a graphical portrayal of that data to be replayed afterwards.
Fine tune your own instant action missions
Custom Combat Generator
The Custom Combat Generator allows players to easily create a quick Air-to-Air or Airto-Ground combat sortie. Getting into the cockpit of your F-22 is only one click away after you have decided the parameters for
Player Views
A variety of player views can be selected both within the virtual F-22 cockpit, outside the aircraft and views of the F-22 instruments. Padlock views provide a more realistic view of the world and can be locked to a desired view, or object.
ground object and links them together in a way that is both informative about the subject and entertaining. It is like watching a movie, except that you direct the action.
There is plenty of action in Total Air War. Smart Views let you see it all.
For additional details, see the Smart Views chapter of this manual and the Online Help. In addition, see the supplied Key Card for keyboard combinations necessary to operate all the views.
Record your combat and analyze your skill in ACMI - a simulation of a real-world training aid used by the military 22 23
Total Air War Overview
Campaign
Campaign
"One cannot doubt that flying...must in the future exercise a potent influence, not only in the habits of men, but upon the military destinies of states." Winston Churchill
your will. Your adversary will be doing the same thing to you. He will react to your moves and send forces to destroy you and your ability to fight. From the war room you can use your intelligence assets to try and get an idea of what it is the enemy is going after and what kind of operations tempo he is trying to sustain in order to defeat you. Pay close attention to this. If the enemy is able to maintain high sortie rates against you in offensive operations, you may have to shift your effort to more defensive sorties in order to dull the effect of his campaign. Generally, it is always better to maintain a high rate of offensive sorties. Although defeat can be avoided through good defense, no war is ever won by it.
Introduction
Total Air War (TAW) uses a new campaign engine to faithfully replicate the look and feel of 21st century warfare. Extensive research into military planning and doctrine as well as consultation with experts in joint and coalition warfare from the United States, Britain, France, Sweden, Saudi Arabia, Russia, and several Pacific Rim nations, have resulted in a highly interactive, non-linear campaign engine that promises non-stop, exciting, and very realistic game play, every time you strap on a jet, walk into the War Room, or fly a sortie as an Airborne Warning & Control System (AWACS) commander. You, as a player, are taking part in a fully interactive, ongoing, dynamic air campaign that lasts anywhere from several hours to several days. Your inputs will effect the outcome of the campaign. Depending on how well you fly the F-22 and battle manage from the War Room and AWACS, your actions, in large measure, determine whether your side wins or loses the campaign. The artificial intelligence (AI) portion of the campaign engine uses a strategic assessment process and methodology first adopted by U.S. and coalition forces in the Gulf War. Known as the "Five Rings" strategic assessment and campaign building process, each adversary is examined, targeted, and struck using a campaign template that identifies "centers of gravity," and the most cost effective way to force an enemy to yield to
Your route to greater flying skills
Training
The Training section of TAW adheres closely to real military practice and tactics and is intended foremost as a training area in which the new user can build up his knowledge and skill before going to war in Campaign. For variety, the Training missions are written so that each contains more than the aircraft and targets necessary to learn the specific lesson.
of Total Air War (Help button) and the Online Help chapter of this manual.
Five Rings Process
The Five Rings process is derived from the 1990-1991 work of USAF Colonel John A. Warden III and his followers during the build up and execution of the Gulf War. Col. Warden convinced Gulf War commander, Gen. Norman A. Schwarzkopf, of the need to adopt a radically different strategy and warfighting template for his battle with Iraq. Warden's basic premise was that all nation states consist of five concentric rings or centers of gravity--the innermost ring being leadership, then key production, infrastructure, population, and--finally--fielded military forces. Prior to the ascendancy of air power, the only way to subdue a nation state was first to engage and then destroy the opponent's fielded military forces. Until that
25
Online Help
The Online Help is a specially prepared interactive manual, accessible from within the Main Interface under the Help button. The Online Help enhances the contents of the manual by making it interactive. For additional details, see the Main Interface
24
Easy access to help, when you need it
Campaign
was accomplished, the other centers of gravity (i.e. all other areas vital to the survival, continued functioning, and will of the nation state) would be impossible to reach. With air power, this is no longer the case. All aspects of a nation state are vulnerable to attack and destruction by air power from the onset of hostilities. Having said that, Warden and others believe that leadership is the real key to success or failure in war. When an enemy's leaders decide they had enough, they sue for peace--or someone takes power away from them. For that reason, every action in war should be geared to affecting the enemy's leadership directly or indirectly. "A useful analogy that helps make the five rings process readily understandable is that of the human body compared to the modern nation state. As the president (or dictator) is to the nation state, so is the brain to the body. These are leadership centers of gravity. Key production centers of gravity, that is oil, gas, water, and electrical plants correlate to the human body's lungs, stomach, and circulatory system. All are energy conversion devices. Infrastructure in the nation state refers to the road, bridges, rail, and airways that link the country together. The human body analogy to this is muscle and bone. The nation state's people the men, women and children that populate a nation state - correlate to the myriad of cells that make up the human body (population). The outermost ring of the nation state - fielded forces, the armies, navies, air forces, and police that protect and defend the state relate directly to the human body's leukocytes that seek, attack, and destroy any threat to the body. An accompanying chart shows the five rings and relates then directly to nation state centers of gravity (CoG's) in an artists rendition. Note how the CoG's
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Campaign
have multiple targets in each category, if you stop and think about it, this war-fighting principle embodied in TAW and the current doctrine of many modern air forces is nothing more that a logical extension of what most of us do when faced with a physical confrontation. Our first instinct is to avoid harm to ourselves and those around us we care about. The second instinct, if confrontation is unavoidable, is to convince our opponent to do what we want him to do at the lowest possible cost in physical injury and embarrassment to ourselves. If this can't be done, we use whatever force is necessary to convince our opponent to do what we want him to. The point is, regardless of whether we are punching our opponent in the nose, arms, or legs, our entire focus is on getting his leadership functions to do what we want. This then, is the essence of what you are trying to do in TAW."
es orc dF de iel .F 5 ion lat pu Po ture 4. ruc ast r Inf 3. uction Prod ey K 2. dership Lea 1.
Total Air War Campaign
Total Air War has adapted the Five Rings Process to allow for superb game play. Political targets (PIT) include multi-storied structures that house the government elite as well as temples and traditional government buildings. Key production (also known in some circles as "organic essentials" or "POL") targets include oil, gas, water, and electrical complexes, as well as power generating dams. Infrastructure targets (INF) are the roads, bridges, pipelines, railroads, and airports that crisscross the opposing countries. Industrial targets (IND) are the factories that turn out the war materials needed by the fielded forces to re-supply and fight. Command, control, communications and computing (C4) targets are the networks and nodes that send orders to the fielded forces and information back to the
Colonel J. A. Warden III's Five Ring Process
leadership. An integral part of the C4 nets are the radar and sensors that provide forces and leadership with "eyes and ears." Naval (NAV), Army (ARMY), and Air Force (AF) targets are also included in the TAW database. Depending on the campaign you have chosen and the number of adversaries and allies in the conflict, chipping away at one or two of the five "rings" may be sufficient to achieve battlefield success. For example, attacking only infrastructure (roads, bridges, railroads, and airports) and key production (oil, gas, electricity, and water) targets may
shut an opponent down and cause him to sue for peace. However, in large scale conflicts with competent adversaries, it is often necessary to create a parallel attack on the entire system to cause its collapse and surrender. An analogy might be useful here to understand what is meant by "parallel attack." Assume you and several of your friends are forced to fight a large bear with only spears for weapons. If each of you makes an independent attack on the bear it is likely you may wound him but only at great risk to yourself and with little chance of killing the bear. However, if all of you rush the bear at the same time, even if some of
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Campaign
you miss, it is likely that the bear will collapse from his simultaneously inflicted wounds (none of which done independently would kill him) and lead to his immediate demise. This is parallel attack. Prior to the creation of precision weapons, it was almost impossible to do parallel attacks. In World War II, it took almost 1000 B-17s to have a 90% probability of kill on a target that was as big as a soccer field. That meant exposing 10,000 airmen to danger and possible death for a single target kill. Consequently, raids were flown against target complexes in large areas or cities, one target at a time. The enemy learned from each attack and was able to divert resources from locations that weren't hit to repair the ones that were. Each successive raid became more difficult and costly. The war dragged on for many months and years at great cost in blood and treasure to both sides. Things changed dramatically with the advent of precision weapons. Less than fifty years after WWII, one F-117 carrying two, 2000 lb. bombs could accurately hit twice as many targets as those 1000 B-17s. As a result, in the first 24 hours of the Gulf War, more than 2000 targets across Iraq were put under attack at the same time. Iraq, like the bear in our analogy, simply went into shock and could not recover from this parallel attack. This is the effect of a modern air campaign on a nation state. Your challenge, as a player, is to inflict the same level of loss and confusion on your enemies. It won't be easy. TAW's strategic game engine expects a certain percentage of enemy losses before it decides individual campaign objectives have been met. For example, the game engine may call for a 40% level of destruction on enemy infrastructure before it gives you the nod in that portion of the fight. To make matters even more challenging, the game engine demands you reach these objectives within a certain time frame. This reflects any modern commander's concern about world opinion and the political support he may or may not receive from his civilian leaders. Time is not your friend in this game. Like Schwarzkopf in the Gulf War, you need to worry about your government deciding the effort is not worth the cost, and sending you and your forces home before the job is done. It is political reality, and you have to deal with it!
Campaign
C4 network developed for F-22 ADF. In TAW, early warning radar (EWR) sites detect inbound enemy aircraft and uplink data to the airborne AWACS aircraft. Airbases augment this data flow further. Targeting a nation's C4 network will significantly affect their ability to wage war. A player must use his own system sensors to pay close attention to his borders. The dynamic campaign engine may very well cause nations both in and out of the theater to be drawn into the conflict. Neutral nations whose territories have been overflown by careless combat patrols or bomber raids may decide to ally with a nation hostile to your own. Border skirmishes can quickly escalate and UN forces may be called in to defuse the situation. You can win the battle and lose the war by not managing where and how your forces engage the enemy!
Communications Network/Allies and Adversaries
TAW heralds the development of the second phase of the
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Applying Col. Warden's Five Ring model in the target rich, Total Air War environment 28
1. Leadership 2. Key Production 3. Infrastructure 4. Population 5. Fielded Forces 29
Initiating a Campaign
Initiating a Campaign
Login
When you first start TAW, you are prompted to enter your Pilot Name and Callsign. You can also choose a pilot photograph and squadron patch. These will appear in your pilot records throughout your pilot's TAW career. You have the option of adding your own patch and photograph to the Login screen in place of those included with TAW.
Initiating a Campaign
Campaign Selection
To begin a campaign in TAW, select the CAMPAIGN button on the main interface screen after you have confirmed your Login identity. This will take you to the Campaign Selection screen. From here you can choose to start or continue any of the ten available campaigns. There are ten campaign scenarios in DID's Total Air War. They are listed on the left hand side of the Campaign Selection interface screen. You can scroll through the list and select on one campaign at a time. When a campaign is highlighted, the appropriate briefing will be displayed in Campaign Information window. If you are just starting you will not have enough experience to play every campaign scenario available. The advanced campaigns are reserved for players with more experience points because they are extremely challenging. Take your time and be patient, your effort spent in winning the less complicated campaigns will be rewarded with access to those more challenging campaign scenarios! If you have already started a campaign and just wish to continue from where you left off, click on the appropriate scenario (it should have the word "ACTIVE" stamped across it) and then select the Continue button below the Scenario Selection window to resume play. When you select a campaign that you have begun but not yet completed, TAW will display two statistical summaries of your performance to date in that campaign scenario. One graph is your score graph and the other graph is your damage graph. However, should you wish to play the campaign again from the start, select New to launch the scenario afresh. You do not have to save your campaigns whenever you are finished play-
Login
Login
Campaign
Select from ten truly dynamic campaigns
Scenario Selection
ing, as TAW will do this automatically for you when you leave War Room and return to the main interface. The program will also automatically save your scenario for you once every hour of game time. The Campaign Information window displays the specific information associated with each campaign. This information is displayed when the desired campaign is highlighted in the Campaign Selection window. Option buttons within the Campaign Information window include: Map displays campaign scenario "big picture" with color coded alliance markings. Green is allied, Red is enemy, and Blue is neutral. Note that these alliances are only accurate at the start of a campaign and may not represent the current conditions from a saved campaign.
Briefing text information that outlines the current campaign scenario. Pilot Log displays your current pilot information, current ratings and score. This log is only updated on completion of a campaign, it will not update when a campaign is still active. Campaign Log shows information about all of your campaign successes, failures and ratings. For detailed information about each scenario, please refer to the Scenarios section, found later in this manual.
Personalize your campaign in the Login window
To add a user generated patch or pilot photo to TAW, both types of picture file must be in the .pcx file format, and be 96 X 96 pixels and 256 colors. If the file is a pilot picture, then place the .pcx file into the directory folder marked /Pilots (within the TAW directory, wherever you installed it). If it is a squadron patch picture, then place the file into the directory folder marked /insignia.
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War Room
War Room
Introduction
The War Room is the high-level strategic hub of Total Air War's campaign. From the War Room you can access The AWACS command station, the F-22 cockpit, or just watch the air battle unfold before you. The War Room also provides access to the information you need to build yourself the "big picture" as you implement your strategy. user selectable campaign information. The bar across the top of the display is your campaign timer. It tracks current day (numerically from the start of hostilities), current game time (twenty four hour clock) and provides you with a count down timer until the campaign must be completed. By default, it displays the theater map.
War Room
Login
Mission Roster
The mission roster is the small display window located in the upper right-hand side of the War Room screen. The roster displays the current campaign missions that you can choose to fly from the War Room if you press the "Fly" button at the bottom of the screen. The roster includes both AWACS and F-22 missions. Please note that these missions do not include the scramble missions, which are activated by pressing the "Scramble" button.
Campaign
Watch the battle unfold in the War Room
Scenario Selection
the page simply place the mouse pointer over the display and click on the left mouse button, to continue the scroll, click again. Strategy: Displays an up to date indicator of the current allied strategy and how it is progressing alongside, if the data is available, an indication of which strategy intelligence suggests the enemy is pursuing. Target List: Displays the current strategic target list built by your war planners. The targets are displayed in order of strategic value, from highest to lowest. There is also a column for current percent damage and a column that shows the number of inbound strike aircraft assigned to destroy the target. To view a target location on the map, highlight the required target and hold down the left mouse button, to cancel release the button.
Event Log: The event log is an asset status list describing what is currently going on within the campaign. Damage: The damage map mode display depicts the current status of the selected target classes (selected from the right hand side of the map display) within the theater. Selecting the Allied or Enemy losses button below the target classes will highlight the areas where the aircraft losses are occurring. A brighter color (red for enemy, green for friendly) indicates a region where higher losses have occurred. You can also view the damage status of any target class in theater by selecting the desired target class button on the right side of the War Room screen. With a class button highlighted, all targets of that class will display on the campaign map. A green dot indicates that no damage has been sustained, orange some damage and red that the target has been destroyed.
War Room Mode Buttons
The War Room display is capable of performing many different functions to aid you in assessing the current status of your campaign. What information appears in the main window is determined by selecting the desired Mode button. The Mode buttons are located from top to bottom on the left hand side of the War Room interface screen. The available Mode buttons are: Theater: The default mode, this mode displays a map and available target data for all allied, enemy and neutral air and land forces which the player has selected. Briefing: Will scroll through the current scenario briefing information. To stop scrolling
War Room
The War Room is composed of five sections; the War Room display, the Mission Roster, the War Room Mode buttons, the Target Class selection buttons, and the War Room control buttons. Each of these sections will be discussed here to introduce you with their location and operation.
War Room Display
The War Room display is the large window located in the center of the screen. It is capable of depicting the current situation or
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War Room
mined by looking to see if either of your performance lines intersect the required damage line on or before that same performance line reaches the time limit line. Highlight the Label button to the right of the display and a key will display at the foot of the damage graph, red indicates your performance whilst in an AWACS and blue whilst flying an F-22. A block will then display across the top of the graph to indicate which point of presence you have been using most during the campaign.
War Room
Target Class Selection Buttons
The information displayed in the War Room is filtered by the array of filter buttons on the right-hand side of the War Room screen. Each of these buttons represents one of the following ten target classifications: AC (aircraft) ARMY (army targets) NAV (naval targets) POL (petrol, oil and lubricants type targets) PIT (political targets) GB (ground based vehicles and SAMs) AF (air force targets) C4 (command, control, communications and computing) IND (industrial targets) INF (infrastructure targets) Selecting any of these filters allows you to view information about that class of target on the War Room Map display. For example, when viewing targets in Map mode, selecting only NAV will limit the display to solely Naval type targets. If you select GB, AF or C4, not only are the appropriate targets displayed but also the effective range of any radar at that target. If the filter button highlighted corresponds with the current campaign strategy, the top twenty targets of that class will be numbered in the map display. Hint The War Room remembers your filter preferences for each of the different War Room modes. For example, you may prefer to display only aircraft and ground based vehicles while using the map mode. But while in the damage mode you prefer to display just the infrastructure targets. As you jump between each of these two modes, the filter buttons will automatically reset themselves to their last position.
War Room Control Buttons
At the bottom of the War Room screen are the War Room Control buttons. There are three buttons labeled; Fly, Skip and Exit. Fly: Pressing this button will take you to the mission selection screen where you can choose to fly any of the available F-22 missions or take control of the AWACS. Skip: This button advances game time at a much faster rate. Exit: The Exit button will exit the current campaign, save it and return you to the campaign selection screen.
Sortie Graph: This graph indicates the number of sorties (one sortie equals a single aircraft taking off completing its mission and landing again) flown versus time during your campaign. In general you want to see friendly sorties above enemy sorties, this usually has a direct translation into higher operational tempo.
War Room Overlays
In a number of War Room modes (in particular the Map and Damage modes) you can overlay additional information on top of the War Room map. For example, you can label allied and enemy flights and draw national borders on top of the map. You can also depict current international Allegiances, color coded by present orientation, Blue for neutral, Red for enemy and Green for forces that are friendly. Hint The amount of information you can overlay on flights depends on your knowledge of enemy movements. If your C4 network has detected and identifies an enemy flight, this will be reflected in the War Room. Allied missions and aircraft types are labeled.
Score Graph: This graph shows your game score and thus indicates how well you performed your roles (F-22 pilot and AWACS commander) while playing the selected campaign scenario. Scramble: Pressing the button turns it off and on, when set to on, "Scramble" will present the player with front line based F-22 intercept missions. You also have the option to turn the scramble missions down as they are presented to you.
Damage Graph: This graph allows you see the damage sustained during the campaign for both allies (shown in green) and enemies (red). Use the target class buttons to the right of the display to view each category. Overall success for currently assigned target strategy for the campaign can be deter34
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War Room
War Room Graphs
The War Room graphs show both allied and enemy damage levels. Use the filter buttons to control which graphs are drawn into the main window. The graphs can be used to gauge player performance during the campaign. A steeply inclined line indicates the player is doing a good job of executing the campaign strategy and causing enemy systems to collapse and cease functioning. On the other hand, if the line shows only a moderate incline, this indicates that the player is not achieving the campaign objectives quickly enough, and could result in a stalemate or failure. A flat line is cause for serious alarm! You are losing the war! commander. Re-direct strike flights to avoid the "hot-spots" where enemy defenses are proving most successful.
Scramble!
Scramble!
Introduction
On the left hand side of the War Room screen is the Scramble button. If this button is selected TAW will prompt you if a scramble mission comes up. A scramble mission is generated whenever an in-bound enemy flight is detected by an allied airbase. If you accept the scramble mission you will be given the opportunity to fly from the airbase and intercept the incoming bandits! In map mode, the War Room map will zoom to the airbase requesting the Scramble mission and highlight the inbound enemy flight. The complexity of the Scramble mission will depend on your pilot's ranking; new pilots will only be asked to intercept a single aircraft, but more experienced pilots may face up to three or four flights of aircraft! If you Decline the Scramble mission then you will continue with your duties in the War Room. However, if you chose to accept the call to Scramble then you will be dropped into the cockpit of a fuelled and armed F-22 waiting at the end of the runway ready for take-off. Good luck! Hint Successful Scramble missions are one of the quickest ways to accelerate your way through the ranks. So if you want to improve the range of Player Missions you can fly, spend some time honing your fighter pilot skills by flying more Scramble missions.
Advancing Time
The TAW scenarios vary in duration and some, if you play them in real-time, will have you living in front of your computer for almost two weeks! We appreciate that you might not want to wait that long to determine the outcome of all your hard work so we've included a Skip option which accelerates the rate at which the campaign progresses. If Skip is selected and you decide to enter either the AWACS or the F-22, then accelerated time will stop and progress will revert to real-time.
Scramble!
Airbases are constantly monitoring their airspace for enemy aircraft. Occasionally enemy flights will evade the CAP and SAM defenses and make their way into allied territory. When this occurs and when they are detected by an allied airbase's EWR, that airbase scrambles a pair of fighter aircraft to intercept. If you have chosen to accept the Scramble mission by pressing the Scramble button in the War Room, then when a scramble situation occurs the pop-up Scramble! window will appear in the War Room Interface.
War Room Damage Points of Presence
By default, the War Room shows you a realtime display of all armed forces in theater. If you switch the War Room into Damage Mode, you can get an indication of the distribution and level of damage throughout theater. Using the filter buttons, select which target class you would like to examine and each of the appropriate targets will appear in the main map window. A small indicator of the current damage level of each target appears adjacent to that target's icon. Allied and enemy aircraft losses are displayed by coloring areas of the theater where losses have occurred. The more dense the color, the greater then number of kills that have occurred in that area. You should anticipate to see these high-loss areas clustered around the borders between allied and enemy nations. Hint Knowledge of which areas are the most dangerous and are suffering the greatest losses is particularly useful to the AWACS
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The high-level strategic War Room is somewhat removed from the front-line where the air battle is being fought. Since there is nothing proactive to be done while in the War Room you will need to fly either an AWACS or an F-22 mission if you wish to affect the campaign. If you wish to leave the War Room and take the fight to the enemy, there are three routes for you to follow. (Please refer to illustration on page 41) 1. You can choose to fly a scramble mission and drop into the cockpit of an allied F-22 ready to engage in-bound bogies! 2. You can opt instead to fly one of the F-22 missions listed on an allied airbase roster and edit your mission with the TAW Mission Planner. 3. Or instead you can take on the role of the AWACS commander and direct the air war as it unfolds on your radar scopes!
Scramble! Scramble! Scramble! 37
Player Missions
Map option, you can view the waypoint route overlaid on top of enemy SAM and EWR radar threat distances. Where appropriate, pressing the Target View will show you a real-time image of your objective.
Player Missions
Login
Ranking
Each mission is scored according to its complexity: Single F-22 missions such as escort missions will be flown far from the frontline; three F-22 missions such as interdiction missions will have you hopping over the border into enemy territory; and five F-22 missions such as an AWACS-kill, will see you operating deep into enemy territory without any friendly assistance. While your rank is low, you will be denied access to many of the missions listed in the Mission Selection window. However, the more time you spend in the F-22 and the AWACS, and the more Scramble missions you complete, will improve your rank and grant you greater access to more missions.
Check the roster for deep strike missions
Campaign
Scenario Selection
Player Missions
Introduction
Selecting Fly from the War Room window will launch you into the Player Mission Selection window. On the left hand side of the interface are listed all available F-22 and AWACS missions currently listed on rosters in allied airbases within theater. As each mission is selected, the waypoint and target information is displayed in the window adjacent the mission list.
Once you have selected an appropriate mission, if it is an F-22 mission you can either accept the mission as is and Take Off immediately, or Edit the campaign generated mission with the Mission Planner. If it is an AWACS mission you can accept and jump directly to the AWACS.
Hint Mission scoring in Total Air War is a complex process that rewards you if you keep both your plane and pilot (i.e. you) in one piece! It is better to limp your damaged F-22 back into allied territory than to eject behind enemy lines. Think carefully before you are tempted to destroy "just one more bandit" after completing your mission objective if the gamble fails, your progress through the ranks will suffer accordingly.
War Room
Player Mission
Mission Information As you select each mission from the list, a briefing describing the mission, its objectives and the aircraft that are currently assigned to your flight, is displayed in the Mission Information window. Selecting the
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AWACS Campaign
from their remote sensors. This means that you should be able to identify aircraft and get a much clearer picture of the air war at much longer ranges. This will permit you the valuable time needed to re-direct intercept flights to get the job done. Hint Seize the tactical advantage: the AWACS is a very valuable asset and you can be sure that your enemies will throw everything at it in order to drop it from the sky. If your EWR and C4 network are in place, keep the AWACS from straying too close to the frontline where it risks being shot down. However, if your communications channels have been degraded or possibly even destroyed, you'll have to let the AWACS fly forward in order to see the developing air battle. You must realize that moving your AWACS forward is quite a gamble!
AWACS Campaign
Dropping into an F-22
At any time during your AWACS session, you can leave the AWACS and drop into an allied F-22 by double-clicking the mouse on the F-22 icon. Immediately you will assume control of the F-22 and hand the AWACS to the computer controlled AI. If your F-22 aircraft gets destroyed or you eject, you will be thrown back into the AWACS again. Conversely, if the last Allied AWACS lands, or is destroyed, whilst you are piloting an F-22, you must remain inside that aircraft. Hint Avoid the temptation to risk your F-22 aircraft by flying gung-ho into every dogfight! The F-22 is the most advanced fighting machine in theater so its loss will be to the detriment of the allied forces.
Scenario Selection
Login
Campaign
AWACS - A Bird's eye view of the Allied offensive
AWACS Campaign
Introduction
If there is an allied AWACS airborne, you can take on the role of AWACS commander. The AWACS provides the command and control platform vital for controlling all airborne allied aircraft in theater. In TAW, it's role is vital as it receives updates from the allied EWR network and J-STARS aircraft. Using information available through War Room intelligence, you can use the AWACS to coordinate all your allied aircraft and hasten the arrival of allied victory.
Tactical Advantage
Using the drag-and-drop command interface, vector allied flights to intercept inbound enemy aircraft. With your knowledge of where the most kills and losses are occurring you can move your CAP flights into more strategically important positions. Re-position your refuelers to top-off strike flights before they leave the safety of friendly airspace.
War Room
Player Mission
C4 Network
AWACS
As long as your EWR network is in place, the AWACS will receive additional information
Total Air War, multiple point of presence warfare 41
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