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                   Jane's Combat Simulations:
	           F-15 V1.17F  D3D/JCN UPDATE
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(C) 1998, ORIGIN Systems, Inc. This document may not, in whole or part,
be copied, photocopied, reproduced, translated, or reduced to any
electronic medium or machine readable form without prior consent, in
writing, from ORIGIN Systems, Inc.

ORIGIN Systems, Inc. believes the information contained in this
document is accurate and reliable. ORIGIN Systems, Inc. reserves the
right to update this manual at any time and without notice.

To find out the latest information about F-15, as well as other 
Jane's Combat Simulation products, please check out our Internet Web 
site:  http://www.janes.ea.com 
									
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This file has been provided as a supplement to any documentation for
Jane's F-15.  It details last-minute information, as well as some of 
the most common questions and answers.

To print a hardcopy of this file, click on File and select Print 
from the menu above.

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NOTE:  The 1.17F version of Jane's F-15 is not compatible with the 
1.02F version of F-15 (the initial release version) or 1.12F (the 
initial patch release) when attempting to play multiplayer games.  
When connecting to one another via the multiplayer portion of Jane's 
F-15, all players must be sure that they are using the 1.17F version.
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I.    DISPLAY DRIVER (D3D) UPDATE INFORMATION
II.   INSTRUCTIONS
	-A. Changing the video card settings
	-B. The graphics menu
III.  TROUBLESHOOTING
	-A. Make sure you have the latest drivers
	-B. Card specific information
	-C. Use the default WINDOWS 95 mouse cursors
IV.   JANE'S COMBAT.NET
V.    PATCH FEATURES
	-A. Crash bugs resolved
	-B. Multiplayer improvements
	-C. Wrapper screen improvements
	-D. Mission Builder improvements
	-E. AI behavior enhancements and changes
	-F. Flight Model enhancements and changes
	-G. Avionics systems enhancements and changes
	-H. Weapons system enhancements and changes
	-I. Miscellaneous improvements and changes
VI.   MANUAL ADDENDUM
	-A. Introduction
	-B. The AAQ-14 Targeting IR pod
	-C. Designating Primary and Secondary Targets using TWS
	-D. The GBU-15
	-E. The AGM-65 Maverick
VII.  CUSTOMER SERVICE/TECH SUPPORT


                                                                   
NOTE: This update integrates all of the code from the F-15 patch 
(version 1.12F) previously posted on the web.  You will NOT need to 
download and install the version 1.12F patch if you already have this
D3D/JCN update (version 1.17F) installed.  Doing so will remove much of 
the functionality of the D3D/JCN update.

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I. DISPLAY DRIVER (D3D) UPDATE INFORMATION
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A display driver update has been integrated to allow F-15 to take 
advantage of Direct 3D support.  This update has been tested on
and fully supports the following Direct 3D cards: 

Matrox G200 (v.4.10.01.4110  Date: 6-16-98)
Intel 740 (v.4.10.35.2043  Date: 10-19-98
Rendition 2000 series (v.4.10.01.3596)
Permedia 2 (v.4.10.01.2105  Date: 8-27-98)

The display driver upgrade may support other chipsets; however, only
the above chipsets have been thoroughly tested.  Please see the section
titled "Card Specific Information" below for additional information on
specific chipsets.  If you have a 3Dfx graphics card, use the 3Dfx 
Glide version of the game.


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II.  INSTRUCTIONS
----------------------------------------------------------------------

A.  CHANGING THE VIDEO CARD SETTINGS
There is a new "Video Driver" selection menu added to the Graphic
settings in the Options menu. The video selection menu allows you
to select different 3D graphic cards. Please see the section
titled "Card Specific Information" below for specific settings for 
each card.

To access the Video Selection screen from the Main Menu click
Options and then click Graphics.


B.  THE GRAPHICS MENU
When you enter the Graphics menu, the bottom section will have the
new graphic display options. Select the options that provide you with
the best performance.


Video Driver Selection
--------------------
Primary Display Driver	- Select this option to use your 3D card's
                          hardware acceleration within the game.  This
                          option will only be available if you have a
                          Microsoft Direct3D (D3D) capable video card.
<D3D Drivers>		- Select this option to use other D3D capable
                          3D accelerator cards.  This option is only
                          available if you have a second 3D
                          accelerator card on your system.
3Dfx(Glide)		- Select this option if you have a video card
                          using a 3Dfx chipset
Software                - Select this option if you don't have a D3D
                          or 3Dfx card

Other Options
-------------
Ignore AGP Support	- Disable this option if you have an AGP 
			  card in an AGP slot on your motherboard.
No Page Flipping	- Select this if you notice unusual mouse
                          problems while in flight.


NOTE: If your machine has a 3Dfx card, an option will be present 
in the video card selection portion of the Graphics options menu 
which reads, "3Dfx (Glide)."  This driver is optimized for the 3Dfx 
card and should be selected for best performance.   The other drivers 
are provided to give users the option to use any available driver, 
but will likely result in degraded performance.  

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III.  TROUBLESHOOTING
----------------------------------------------------------------------

If you find that your card is showing unusual palette colors or
graphic streaks in certain views please try the following:

A. MAKE SURE YOU HAVE THE LATEST DRIVERS
In order to get the best performance from your hardware accelerator, 
it is necessary to have the latest drivers from the video card 
manufacturer.  Please consult your video hardware documentation for
instructions and locations for the latest drivers.

B. CARD SPECIFIC INFORMATION
Make sure that you have selected the appropriate settings for your
video card/chipset.  If you have problems with the default settings
try the following settings:

	Chipset		Setting
	-------		-------
	Rendition 2000	Some users of this chipset may experience
			a drastic decrease in gamma while in flight.
			For these users, setting the Windows video 
			card settings to use the default refresh 
			rate may clear up this issue.  

	Riva 128	Some users of this chipset may experience 
			odd flashing white textures on the skin of 
			the F-15 aircraft when in external views.
			In these cases, turning off 'Spectral 
			Lighting' in the 'Objects' section of the
			'Graphics' options menu will eliminate this 
			issue.  

IMPORTANT NOTE: Each of these chipsets supports Direct 3D differently.
While we worked to optimize the settings for each of these chipsets, 
there may be some minor anomalies due to driver incompatibilities.

C. USE THE DEFAULT WINDOWS 95 MOUSE CURSORS
If you are using a custom mouse cursor scheme, these custom cursors
may sometimes cause graphic anomalies when in flight.  Simply 
reverting to the defaut Windows 95 mouse cursors will eliminate
any such anomalies.  


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IV. JANE'S COMBAT.NET
----------------------------------------------------------------------

The Jane's Combat.Net is now supported.  Please point your 
Internet browser to http://www.janescombat.net.

The Combat.Net is a match-making service allowing users of 
Jane's F-15 a place to meet, chat, and connect up for multiplayer play.  
Please note the following:

   - To use the Jane's Combat.Net you will need to have at least
     Netscape Navigator or Communicator version 4.04 or Microsoft 
     Internet Explorer version 4.02. If you have an older version you 
     should download an upgrade for your browser from its respective
     web site.

   - The Combat.Net merely connects players for Internet 
     Play. The quality of the Internet connection between players is 
     not affected by using the Combat.Net.  As always, the 
     user's connection to the Internet is affected by many factors, 
     including modem quality, line quality, and the quality of the 
     Internet Service Provider (ISP).

   - Although it is possible to create an 8 player game via modem 
     TCP/IP connection, we recommend not exceeding the 4 player limit
     for such games, as a modem connection to the internet is far less
     stable than a T1/LAN/cable modem connection.

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V. PATCH FEATURES 
   (incorporated in both the earlier v1.12 patch and this v1.17 update)
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A. Crashes resolved:

- On some machines, the radar line of sight code could cause a crash
  when unexpected terrain height data was loaded. This was the cause
  of most "Iran Campaign" crashes, and could also occur during both 
  the Iraq campaign and within user created missions. This has been
  fixed.

- Under certain circumstances, ordering wingmen to attack enemy
  aircraft while using a TWS radar mode could cause a crash. This has
  been fixed.

- Using the Jump function and/or accelerated time with a TSD or A/G
  radar MPD active could cause a crash and has been fixed.

- If the SA-9 was placed in a player created mission as a moving
  vehicle, it could cause a crash if given an "attack" action. This
  is no longer the case. 

- Previously, the use of TACAN in multiplayer games could cause a
  crash. This has been corrected.

- When attempting to lock up a bandit during a dogfight, a crash
  would sometimes occur if the bandit was lower than the player. 
  The cause of this was found and corrected.

- Many minor optimizations which improve the stability of the game
  have been made.

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B. Multiplayer improvements:

- The overall stability of multiplayer has been improved.

- Text status messages to all connected players have been added.
  Players will be informed when other players enter of leave the
  game, and when other players have been hit and/or killed.

- If your multiplayer performance is not as fast as you would like, there
  are two custom settings designed to help.

  - TCP/IP: One option is to turn off the guaranteed messaging.  Removing
    this guarantee will decrease the message traffic between machines and
    may improve multiplayer speed in a TCP/IP game.  Please note, when
    entering values, text is case-sensitive so enter the values exactly
    as they appear.

    1. Run the REGIT.EXE program located on the F-15 CD-ROM
    2. Select the "Add" button
    3. For the "Value" field, enter NetMask 
    4. For the "Data" field, enter 0

    Guaranteed messaging is now off.  Please note that the default number
    for the "Data" field is 1.

  - Modem or TCP/IP: If you have a slower modem or internet connection,
    you can decrease the rate at which packets are sent, thus decreasing
    the message traffic between machines which may increase performance
    and reliability.  Please note that the "Data" field indicates time
    between packet sending in milliseconds.  Thus, slower connections
    should use a higher number.  The default time between packet
    transmission is 50 milliseconds.  Again, note that when entering
    values, text is case-sensitive so enter the values exactly as they
    appear.

    1. Run the REGIT.EXE program located on the F-15 CD-ROM
    2. Select the "Add" button
    3. For the "Value" field, enter NetRate
    4. For the "Data" field, enter 75


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C. Wrapper screen improvements:

- The Bullseye point has been added to the briefing map.

- Route miles and estimated elapsed time for each flight can be
  toggled on or off the briefing map using the F3 key. The default
  setting is off. Note: If you are unable to get this to work, check
  your filter settings in the Mission Builder: the "Flight ranges" 
  and "Estimated flight time" boxes must be checked.

- Briefing maps can now be slewed using the Arrow keys, and zoomed
  in/out using the keypad minus/plus keys. The mission builder map
  has always had these capabilities.

- Changes made on the configuration page will now be saved correctly. 

- Changing the squadron in single missions or training will now be
  remembered the next time single missions or training is selected.
 
- On occasion, the game would cause the loss of original stores when
  changing loadouts on the custom arming screen. This has been
  corrected.

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D. Mission Builder improvements: 

- Found and fixed a problem that would prevent AI's from taking off
  when the takeoff action was set. The workaround of assigning a
  blank message action to the next waypoint following the takeoff
  waypoint is no longer required. Note that large aircraft (such as
  B-52's) may not be able to take off from the smaller airfields in
  the game because the runway is not long enough.

- It was possible to circumvent the mission builder restriction on
  placing ground objects on top of or next to world objects that
  modified terrain height (such as an airfield). Changes were made
  to the mission builder to better prevent this, but missions built
  before the patch may have floating objects if they had them there
  originally. The only fix in that case is to delete or move the
  object(s) that are floating. Note that a corrupt terrain height file
  (most likely the result of a bad or incomplete install) can cause
  floating objects as well. In this case the fix is simply to reinstall
  the game. Finally, there may be some floating objects in the Iraq
  campaign. Very few objects are apparently affected, and there is
  no impact on gameplay.

- Message actions (either text or wav files) will now work properly
  for the players flight. Note that the waypoint where this action is
  set must be overflown for the message action to trigger.

- IMPORTANT NOTE: When setting up GCI links, it is important to never
  connect GCI sites in a circular manner. When setting up GCI links,
  think in terms of straight lines. One site should report to another,
  which reports to another, and so on up the line. Many lower sites can
  report to a single higher site, however, do not have a site report to
  two other sites. 

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E. AI behavior enhancements and changes:

- The dogfighting AI has been tweaked slightly; making enemy AI
  aircraft more capable at the higher levels of difficulty. For
  example, the AI will now more aggressively work to force an
  overshoot situation in very close range dogfights.

- Certain anomalies were found that could cause AI-fired air to air
  missiles to lose lock prematurely. This has been corrected, but
  please note that since both enemy and friendly aircraft were
  affected, air to air missile combat will now be somewhat more brutal.
  The combination of this fix and the improved enemy dogfighting AI
  can result in a somewhat more challenging air to air experience.

- The skill level of all enemy aircraft in instant action will be the
  same based on the selected level. Previously, a mix of skill levels
  would have been chosen with the highest level possible for the AI
  being the selected level. BEWARE! This has a dramatic effect when
  fighting multiple "Ace" level enemies in highly capable aircraft.

- Revised the criteria for WSO target hit or no hit speech to more
  accurately reflect reality. Previously, if the target was not
  destroyed, the WSO would always give a "missed" message even if
  the weapon hit the target but was not powerful enough to damage it.
  This should no longer happen. The WSO will give a hit message if
  the target is destroyed (note that if other objects near the target
  are destroyed but the target is not destroyed, the WSO can get
  confused and call out a hit just as in real life). Clean misses (no
  targets destroyed) will get a "miss" message. If the target is hit
  but not destroyed, no message will be set.

- The AI will be more intelligent using external aircraft lights.
  Player wingmen and aircraft formed up with the player will mimic 
  the current player external light setting while inflight. Other
  AI aircraft will now turn off their navigation lights while over
  enemy territory.

- The air traffic control tower at Dahrain airport will no longer
  identify itself King Fahd tower in radio communications.

- The visual problem of AI aircraft apparently flying level with
  extreme AoA has been corrected.
  
- Wingmen will no longer leap off the ground when told to break
  high while sitting on the runway.

- AI F-15E aircraft had their flight model revised to correct a
  problem where thrust was not being properly reduced at higher
  altitudes. This led to wingmen being able to accelerate better
  than the player in most cases.

- AI aircraft that are formed on the player should now break off
  properly when the player lands.

- Several players have reported seeing a lone AI aircraft mysteriously
  join formation with them and report it's formation number as "one"
  when responding to queries. This has been corrected. 

- AWACS controllers will no longer call out nonmoving aircraft on the
  ground as airborne targets. Note that aircraft taking off from an
  airfield will still be reported correctly if within range.

- The problem that caused the players wingmen to fly a lower formation
  following inflight refueling has been corrected.

- Ejection seats will no longer animate themselves and jump into the
  SAR helicopter. 

- The B-52 and other large aircraft received some minor flight model
  tweaks, reducing roll rate and overall turn performance slightly.

- The Mig-23 mistakenly had tail guns instead of forward firing
  cannons in certain loadouts. This has been corrected.

- The Mig-21 will no longer have guns when the empty loadout is
  selected.

- The F-15E and F-15C instant action active radar missile loadout
  has been increased to eight AIM-120 AMRAAM's from the previous four.

- A problem with all helicopter instant action loadouts was corrected. 

- AI aircraft assigned the SEAD escort action will now do a better job
  of protecting the aircraft they are assigned to escort. 

- The SEAD action has been tweaked so that AI's assigned this action
  will use their weapons in a more efficient manner.

- A problem was discovered that had the potential to prevent the EA-6B
  aircraft from using it's standoff jammer pods was discovered and
  corrected.

- JSTARS will now be active anytime the E-8 aircraft unit is given
  a "Orbit" or  "AWACS Pattern" action. This corrects an error in
  the Iraq campaign where the JSTARS aircraft was inadvertently
  disabled on certain missions. NOTE: ground objects must still be
  flagged as JSTARS targets when creating new missions using the
  mission builder.

- The "Attack Ground Targets of Opportunity" order can now be given
  anytime to wingmen. Previously, this option was only available if
  a CAS action had been assigned to a waypoint. Ordering wingmen to
  attack targets of opportunity will now cause them to search for any
  likely looking ground targets within a 20 mile radius of the point
  where the order is given. Note that wingmen will only attack targets
  if they have appropriate air to ground weapons loaded (the gun is
  not considered an air to ground weapon in this case).

- Since the game was released, additional information on the effective
  operational ranges for various airborne radar systems has been
  obtained from the Jane's Information Group. The following airborne
  radar systems have been updated based on this data as follows:

  * High Lark 2 (Mig-23) range increased to 38 nautical miles (nm)
    from 23nm
  * Fox Fire (Mig-25) range increased to 54nm from 27nm
  * Flash Dance (Mig-31) range increased to 108nm from 65nm
  * Zhuk-PH (Mig-35) range increased to 76nm from 38nm
  * Slot Back A/B/C (Mig-29/Su-27/Su-30) range increased to 54nm
    from 38nm
  * AN/APQ-120 (F-4E) range increased to 40nm from 20nm

- A new loadout, Heavy bomb, has been added to the the following
  aircraft:

  Aircraft	Gun		A/A		A/G

  MIG-21	23mm (200)			FAB-250ShN (2)
						FAB-500ShN (2)

  MIG-23	23mm (200)	AA-2 ATOLL (2)	FAB-500ShN (4)

  MIG-29	30mm (150)	AA-8 APHID (2)	FAB-500ShN (4)

  MIG-35	30mm (150)	AA-8 APHID (2)	FAB-500ShN (4)				
				AA-10 ALAMO(2)

  SU-22		30mm (160)	AA-2 ATOLL (2)	FAB-250ShN (2)
						FAB-500ShN (3)

  SU-24		23mm (500)			FAB-250ShN (2)
						FAB-500ShN (5)

  SU-25		30mm (250)	AA-2 ATOLL (2)	FAB-500ShN (6)

  SU-27		30mm (149)	AA-8 APHID (2)	FAB-500ShN (8)
				AA-11 ARCHER(2)

  SU-35		30mm (149)	AA-8 APHID (4)	FAB-500ShN (8)
				AA-11 ARCHER(2)

- A problem was discovered that was causing ground based radars 
  to not update their target list in a timely manner. This has
  been corrected, and the result is somewhat more aggressive SAM
  launches. This will be most obvious when using the higher 
  skill levels for ground defenses.

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F. Flight Model enhancements and changes:

- The fidelity of the pitch trim curve was refined. This has
  significantly improved the performance of the Pitch Trim Compensator
  (PTC) at speeds below 300 KIAS. Slow speed pitch up with forward
  stick input has been eliminated as a result, and slow speed flight
  in general has been much improved.

- Expert landings now incorporate sink rate, which had been
  inadvertently disabled. The maximum allowable sink rate during
  landing is based on aircraft gross weight and is shown in the
  following table:

  Gross weight (lb) 	Allowable sink rate (feet per minute) 
  up to 35,000                  900
  40,000                        828
  45,000			756
  50,000			702
  55,000			648
  60,000			603
  65,000			558
  70,000			522
  75,000			486
  80,000			441

- Landing above the maximum allowable sink rate may cause damge to the
  aircraft or may even cause it to explode, depending on how much the 
  limit is exceded by.

- The ability to taxi the aircraft outside airport boundaries has been
  greatly reduced. 

- The current aircraft Gross Weight is now displayed on the engine MPD
  page. 

- Fuel flow has been revised to more realistic values based on altitude
  and throttle position. The below table shows fuel flow in POUNDS PER
  HOUR PER ENGINE at various altitudes and three power settings. The
  two different sets of numbers are due to the 'ram air' effect higher
  airflow through the intakes has on engine performance. Below
  mach 0.8, this airflow has little effect. Above mach 1.1, excess
  airflow that could damage the engine is bled off by the engine intake
  system.

  This table is valid for all aircraft weights and loadouts. 

  Alt(k)	   < mach 0.8		   	   > mach 1.1	
		Idle	 MIL	 MaxAB		Idle	MIL	MaxAB
  0		900	13200	64500		1020	14400	78000
  5		840	11700	56400		900	13200	69000
  10		720	10200	48600		840	11700	60000
  15		660	9000	41700		720	10200	51600
  20		540	7500	35100		660	9000	43500
  25		480	6600	28800		540	7500	36300
  30		420	5400	23400		480	6600	30000
  35		300	4380	18000		420	5400	24000
  40		240	3600	13800		360	4380	19200
  45		240	3000	9600		300	3600	13200
  50		180	2400	7200		240	3000	9900
  55		180	1800	5400		240	2400	7200
  60		120	1200	3900		180	1800	6000
  65		120	780	3000		180	1200	4800
  70		60	480	2400		120	780	3600

- Realistic turbofan engine spool times have been added. Changes to
  throttle position no longer result in instant thrust changes. At
  low altitude, it will take around four seconds to go from idle to
  full afterburner. This spoolup time increases with altitude. For
  example, it can take eleven seconds to go from idle to max AB at
  40,000 feet.  When shut down or restarted, the engines will take time
  to wind down or back up to idle power. If an engine is shut off, it
  cannot be restarted until it has spooled completely down to zero.

- Engine parameters for RPM, temperature and oil pressure were
  revised to more realistic values. 

  RPM percentage will vary as follows:

  0%   = Engine off
  62% (approximately) = Idle (0% THRUST)
  89-94% = Military power (80% THRUST)
  89-94% = Maximum (Afterburner) power (100% THRUST)

  Note that the RPM percentage numbers are the same for Military and
  Maximum thrust. This is correct and based on the actual aircraft.
  The current THRUST level can be displayed on the HUD via the HUD
  OPTIONS UFC sub-menu. (Refer to the F-15 Expert Flight manual
  page 2.69).

  The engine Fan Turbine Inlet Temperature (FTIT) will vary as
  follows (all numbers in degrees Centigrade):

  10-20 = Engine off
  575 (approximately) = Idle
  800 - 900 = Military/Maximum power

  A voice warning will set when the engine temperature exceeds 1000
  degrees (typically as a result of damage). Failure to shut down the
  affected engine can result in increasing temperatures and eventual
  fire.

  Oil pressure will vary based on throttle position and current
  altitude. Prolonged negative G flight will cause oil pressure to
  drop. Loss of oil pressure can lead to engine damage, overheating,
  and fire.

- Damaged engines that are shut down will still be damaged and can
  catch fire if restarted inflight.

- The engine fire voice warning will now occur only if an engine fire
  is detected, not whenever the engine is damaged/destroyed.

- The "warp speed" flight model problem was found and squashed. 

- The "helicopter spin climb" flight model problem has been corrected.

- The Nose Wheel Steering (NWS) system was improved to use a more
  accurate level of gain.

- Keyboard control of the rudders / NWS system was improved. Note
  that to use keyboard control of the rudder, you must not have analog
  rudders installed under the Win95 game controller menu.

- Thrust was reduced to a more accurate level while on the ground for
  the Idle setting only (the real F-15E engine control system does this
  automatically).  This change and the previous NWS change have a
  dramatic effect on overall ground handling ability.

- The flight model was refined slightly to improve takeoffs, which
  should now occur at a more realistic speed. Note that heavy
  aircraft (70,000 lbs or greater) will require a higher speed to
  become airborne. This is normal and correct.
 
- The fidelity of the trim keys were refined.

-----------------------------------------------------------------------

G. Avionics systems enhancements and changes:

- Added a Bullseye icon to the A/A & A/G radar and TSD MPD pages.
  This icon is placed at the Bullseye point if there is one in the
  current mission.

- Added target altitude (in thousands of feet) above each target icon
  in TWS mode except for the Primary Designated Target (PDT). The PDT
  altitude display remains unchanged, using the altitude scale/caret on
  the left side of the radar display.

- Fixed Master Arm light anomalies between the pilot and WSO cockpits.

- Fixed CHF PRG light anomalies between F1 (pilot forward) and F2
  (pilot MPD) views.

- Fixed all key functionality anomalies in virtual cockpit (for
  example, Undesignate target now works correctly when in the virtual
  cockpit).

- Added mission labels to TSD. These labels can be added using the
  mission builder, and will be displayed inflight on the TSD.

- Added ILS symbology to the ADI MPD.

- Revised Target IR slew limits so AUTO and MAN mode limits now match.

- Cleaned up the display of multiple threats located close together on
  the TEWS icon display. The most deadly threat emitter will be
  displayed at the top of the stack of icons, and will remain readable.

- Fixed missile fly out dots in TWS mode. Previously, all missile
  flyout dots were shown on the Primary Designated Target (PDT) when
  multiple AIM-120's were fired at separate targets. This has been
  corrected.

- Enabled line of sight limits for GMT A/G radar sub-mode. The GMT
  radar sub-mode will no longer spot moving vehicles through mountains.

- The A/A radar MPD AIM-120 shoot cue was changed to the proper six
  pointed star symbol.

- Added time to impact (TIMPACT) to the center of the Target IR MPD.
  This number will appear following the release of LGB bombs. As a
  general rule of thumb, it is best to lase a target when TIMPACT is
  around 20 seconds.

- Fixed ADI bank angle scale caret movement so that it now properly
  matches the HUD bank angle scale caret.

- The Auto-Guns A/A radar acquisition mode will be selected when in
  A/A master mode and the Gun is selected provided there is not a
  current radar target locked. If the radar lock is lost, reselecting
  the Gun will reselect Auto-Guns ACQ. This is a slight change from the
  F-15 expert manual.

- Fixed a minor anomaly that prevented the Master Caution light from
  resetting when the caution panel was opened using a keystroke rather
  than a mouse click.

- Added degrees before radar breaklock to HUD (as per the F-15 Expert
  Flight manual page 2.13).

- The A/G RBM/GMT/IGMT MPD range scale arcs were corrected to display
  at the 25, 50, 75, and 100 percent points within the selected radar
  scan arc.

- The Elevation Steering Line (ESL) will now appear correctly when
  using the AUTO LOFT bombing mode (as explained in the F-15 Expert
  Flight manual, page 4.63). The calculation of TREL in this bombing
  mode has also been refined to improve accuracy.

- The current radar mode or active auto acquisition mode will now be
  displayed in the bottom left corner of the radar MPD.

- Emitters should no longer appear in the TEWS once they are out of 
  range.

-----------------------------------------------------------------------

H. Weapons system enhancements and changes:

- Significantly improved the Mavericks ability to target and track
  man-made objects. The Maverick will no try to lock on to the closest
  object to the center of it's field of view in manual mode. In auto
  (slaved) mode, the Maverick will lock on to the object closest to
  the center of the A/G designated target point.

- Fixed GBU-15 yaw steering in TRANS mode.

- Fixed GBU-15 TRK anomalies with large aircraft angle off target.

- Added realistic gun round dispersion to the players 20mm M61A1
  cannon. Theoretically, all gun projectiles should follow the same
  flight path and should strike a common point once fired. However,
  factors cause different projectile trajectories, thus causing impact
  in a defined area, rather than a common point. These factors include
  such things as manufacturing tolerances, barrel whip, changes in the
  statics and dynamics as the gun accelerates or decelerates, and
  variations in ammunition characteristics. This dispersion can be
  thought of as a cone originating from the gun and expanding as the
  rounds travel towards maximum range. The net result is that the gun
  has a slightly greater chance to hit targets, but less rounds will
  impact any given point on that target. AI aircraft mounted guns have
  always taken dispersion into account.

- Removed gun sound when trigger pulled with master arm off.

- Significantly increased the engagement range of the SA-10 surface
  to air missile. The SA-10 now has a range of 90 kilometers
  (approximately 54 nautical miles), which is about double the original
  range. These missiles are now much more potent as a result.

- Added more realistic weight values to the M-56 and PGU-28 gun rounds
  as well as the ALE-40 countermeasures options to the custom arming
  screen.

- Fixed anomalies with the AIM-9 growl when in virtual cockpit mode.

- Heat seeking weapons now have an increased chance of tracking the
  sun if it is in their field of view. Less sophisticated weapons are
  more susceptible than more advanced systems.

- The range and speed of the HARM missile were increased to more
  realistic values, based on newly acquired data. This should increase
  the effectiveness of SEAD aircraft armed with this weapon.

- The rocket motor burn times of several enemy missiles were adjusted
  downwards to more realistic values. As with all missiles, once the
  rocket motor burns out, the missile will not be able to regain energy
  lost due to gravity and maneuvering.

- The ability of the various model AIM-9 IR seekers to lock on to
  targets at extreme range has been slightly reduced.

- If the Air to Air radar is switched out of STT while AIM-7 missiles
  are in flight, those missiles will lose guidance and no longer track
  the target.

- Air to Air missiles will now jettison correctly. Previously, a single
  MRM and SRM "phantom" missile remained on the aircraft following
  jettison.

-----------------------------------------------------------------------

I. Miscellaneous improvements and changes:

- This patches fixes the flashing cursor in 3Dfx mode.  Users with an 
  SLI configuration( Dual Voodoo 2's) can now turn on SLI mode without 
  losing their cursor. 

- Better support for 2D video cards using the Trident 9600 series
  chipset has been implemented.

- The AWACS TANKER REQ key function should now work properly.

- The PADLOCK CENTER logic has been improved. Subsequent selection of
  this function will padlock a different object in the current view,
  starting from the center and working outward.

- PADLOCK view restrictions have been fully restored. When enabled,
  padlock can be lost if the subject is out of view for a period of
  time (for example, out of view under the player's aircraft). The
  Glance Forward function has the same limitation; prolonged use can
  cause the loss of a padlock.

- The HUD Navigation FLIR key function has been enabled. The specific
  function name is NAVFLIR_MODE. Mapping this to a key using the
  remapper will allow keyboard control of the HUD FLIR.

- Pipelines will no longer use the B52 as a blown up object. Note 
  that this change will only take place if you elected for a medium
  or large install size when you originally installed the game.

- The Hawk missile launcher will now use it's own, correct, blown up
  object. Note that this change will only take place if you elected 
  for a medium or large install size when you originally installed 
  the game.

- The runway distance remaining signs at Shaikh Isa military airbase
  in Bahrain have been fixed, and now correctly indicate runway
  distance remaining in thousands of feet. Note that this change will
  only take place if you elected for a medium or large install size
  when you originally installed the game.

- Positional engine sounds have been added for the player's aircraft
  when in external views. Warning tones/speech as well as radio speech
  will still be heard as well.

- Following ejection, warning tones and speech will no longer be heard.

- The high pitch tone that would sometimes occur in certain external
  views has been silenced.

-----------------------------------------------------------------------
VI. MANUAL ADDENDUM
-----------------------------------------------------------------------

A. Introduction

Unfortunately, the realities of publishing deadlines can lead to
differences between the games printed manual and actual gameplay.
While we tried very hard to minimize this within Jane's F-15, some
discrepancies did manage to make it into the game. The following
section contains manual errata, enhanced explanations of existing game
systems, and any new features added in this patch.

-----------------------------------------------------------------------

B. The AAQ-14 Targeting IR pod

The Targeting IR pod is one half of the F-15E's infrared "see in
the dark" capability. As on the real F-15E, it can be used to identify,
designate and attack a target and hand off a target to the AGM-65
Maverick or GBU-15 Glide bomb. In the game, there are two main modes
for the pod, A/A (air to air) and A/G (air to ground).

A/A Mode

  This mode can be used to track airborne targets within the field of
  view of the pod seeker head. The primary cueing source is the Air to
  Air radar, and the pod will attempt to track the current radar
  designated target.

  MANUAL CORRECTION: There is not an "IR target TD box" displayed on
  the HUD in this mode.

A/G Mode

  When in A/G, the pod can be used to track the designated A/G target
  or designate a new A/G target. The pod can be cued from either the
  A/G radar or the HUD.

There are two primary sub-modes used for pointing the pod; AUTO
(slaved) and MANual.

AUTO sub-mode

  This mode is best used to quickly slew the pod field of view onto
  the target. The pod will attempt to track designated targets that
  are within the field of view of the pod. In A/A mode, the A/A radar
  Primary Designated Target will be tracked. In A/G mode, the A/G
  designated target will be tracked.

MANual sub-mode

  The Manual sub-mode can be used to select a different target or a
  specific part of a target to track. The pod must be slewed onto the
  desired target and track must be commanded.

Tracking

  The pod can be commanded to track by selecting the TRK push button.
  When TRK is selected (boxed), a status message will appear in the
  bottom right corner of the display. When a man-made object (such as
  a building, bridge, truck, etc.) is being tracked, "PT-TRK" (point
  track) will be displayed. If the ground is being tracked, the
  "AR-TRK" (area track) status message will be displayed. It can be
  difficult to lock onto smaller targets at long range. When TRK is
  selected, the pod may jump slightly to one side. This is a normal
  side effect of the tiny angular error that can exist between the
  commanded pod position and the actual pod position in relation to the
  desired target. This phenomenon is most noticeable when the pod is at
  maximum magnification (ENFOV). 

Designation

  The current area or object being tracked by the pod can be designated
  as the A/G target point. This will update all steering and weapon
  release calculations. To designate a target using the target IR pod,
  select (box) the CDES (continuous designation) push button. CDES is
  particularly useful when tracking a moving object, such as a truck or
  a ship, as it will constantly update the HUD TD diamond with the
  actual target location. CDES is only active when the Target IR is
  in MANual mode.

Laser operation

  The target IR pod contains a laser which is used to provide
  illumination of ground targets for laser guided bombs. The laser
  can be toggled between ARMed and LASE. Note that the laser cannot
  be activated above altitudes of 25,000 feet above sea level
  (barometric altitude). When above this altitude, the laser status
  will display SAFE. Descending below 25,000 ft will re-enable the
  system to normal operation.

Long/Short range 

  The target IR has two display resolutions independent of the selected
  magnification level. The long range FLIR (LRF) setting provides the
  maximum viewing range with some loss of detail, while the short range
  FLIR (SRF) setting provides maximum detail within a limited range.
  LRF/SRF is toggled via PB 17. The default setting is LRF.

Additional controls

  Please refer to the Expert Flight Manual, pages 2.38-2.41 for more
  information. All remaining target IR functions work exactly as
  described in the manual.

-----------------------------------------------------------------------

C. Designating multiple Targets using TWS (Track While Scan) Air to
   Air Radar mode

In TWS mode, select a target by clicking on it with the mouse. This
target should now change from a closed box to a star. This is your
primary designated target (PDT).

Clicking on another closed box target will change that target to the
PDT, and the old PDT will change to a secondary designated target
(SDT) indicated by a hollow box. You can have a total of seven SDT's
(plus the PDT). When AMRAAMS are fired, the first missile will go for
the PDT, and the remaining missiles will go to SDT's, with the SDT's
targeted in order of increasing range, i.e. closest SDT, next closest
SDT etc. Any remaining missiles fired will go after the PDT. For
example, if you fired four missiles at a PDT and one SDT, the first
missile would track the PDT, the second missile will track the SDT and
the third and fourth missile will track the PDT.

The PDT or SDT's may be undesignated in reverse order using the
undesignate key. Switching to a non TWS mode will also undesignate
all SDT's. If the new mode is Single Target Track (STT), the PDT
remains the same,otherwise it too is undesignated.

-----------------------------------------------------------------------

D. The GBU-15

The GBU-15 interface underwent significant revision in the time between
when the manual was printed and when the game shipped. Because of this,
there are significant errors in the manual regarding the proper usage
of the GBU-15 within the game.

New features: 

- The GBU-15 uses the GUIDED release mode, which will be selected
  whenever a GBU-15 is selected. This will override the normal bombing
  modes of CDIP/Auto/Auto loft. Following the release of the last
  selected GBU-15, or upon the deselection of the GBU-15, the normal
  bombing modes will again be available.

- Time To Release (TREL) will be displayed on the HUD whenever there
  is a designated target. This number represents the optimal glide
  range of the weapon at the current altitude/speed. Note: This can be
  different from the target the GBU-15 seeker is locked on to, if
  manual weapon cueing has been selected. In this case, the displayed
  TREL number, and times to maximum/minimum range discussed below are
  INVALID.

- When selected, the GBU-15 is released anytime the weapon pickle is
  pushed.

- When a A/G target is designated, two tick marks are displayed on the
  ride side of the Weapon MPD; the numbers next to these tick marks
  represent the time (in seconds) to the maximum range (top tick mark)
  and minimum range (bottom tick mark) of the weapon. The factors that
  influence this number include Altitude (higher altitude will give the
  weapon greater range); Speed (higher speed will give the weapon
  greater range); and Attitude (a pitched up attitude will tend to
  throw the weapon further). Push-button 19 will toggle the color of
  the tick marks between light or dark.

- When the time to maximum range reaches zero, the IN RANGE cue will
  appear between the tick marks.

Manual changes:

- Replace steps 4 through 6 on page 4.67 with the following:

  4. Release the GBU-15 anytime after the IN RANGE cue appears on the
     Weapon MPD.

- Change step 3b "TERM" on page 4.68 to the following:

  TERM: Terminal profile - if the weapon is released in this mode, you
        will not have any control over the weapon until you deselect
        TRK. Once the target lock has been broken, you can control the
        weapon's pitch and yaw.

- Add note to step 3b on page 4.68: It is recommended the the GBU-15
  be released in Normal mode.

- Add note to step 3d on page 4.68: After a good track is verified,
  immediately press PB7 to command Terminal profile guidance.  Pressing
  PB10 again will break the track and the bomb will fall ballistically.

- Replace steps 4 through 6 on page 4.68 with the following:

  4. Release the GBU-15 anytime after the IN RANGE cue appears on the
     Weapon MPD.

- Renumber step 7 on page 4.68 to step 5.

General Tips:

- The Normal weapon release profile should be used for most indirect
  mode releases. As noted in the manual, the weapon will fly a
  ballistic profile for 1.75 seconds, and then automatically change to
  the Transitional mode.

- The Transitional weapon profile allows complete control of the
  weapons seeker head independent of the weapon's flight path. The
  seeker head can be slewed in any direction and locked onto the
  desired target. The weapon can be steered in yaw (left or right).

  IMPORTANT NOTE: the weapon will not steer itself towards the selected
  target when using this profile, even if the seeker head is tracking a
  target. Terminal profile must be selected to command the weapon to
  fly towards the target. Because of limitations in the maximum pitch
  rate the weapon, TERM should be selected before the nose index marker
  (the little white box) is below the 10 degree nose down marker
  (middle horizontal reference mark below the center of the weapon
  crosshairs) for best results. Switching to TERM too late usually
  results in the bomb breaking lock as it passes over the target,
  resulting in the weapon falling long.

- The Terminal weapon profile has two distinct sub-modes; depending
  upon whether or not a target has been locked on to. If a target has
  been locked on to (TRK boxed), the weapons autopilot takes over and
  will fly the weapon to impact the target. It is possible for a target
  to be tracked that is outside the current range of the weapon, in
  this case the the autopilot will make it's best try (usually
  resulting in a weapon falling short of the target).

  If a target has not been locked on to, or if target lock is broken,
  the weapon can be controlled using the weapon MPD arrow keys. In this
  case, the seeker head is locked along the centerline of the weapon
  looking straight ahead. Because of limitation in the maximum pitch
  rate of the weapon, it can be difficult to guide the weapon up or
  down.

  Once TERM has been selected, it cannot be un-selected.    

- A GBU-15 released from high altitude and minimum range may not be
  able to pitch over fast enough to hit it's intended target.

- Using the GBU-15 successfully takes practice. It is not the magic
  bullet in real life that some other games may have lead you to
  believe. However, under certain circumstances, it can be a very
  effective weapon.

- Sean Long's manual / indirect mode GBU-15 guide, or "how to ride the
  nose of the bomb into the target" (reprinted here with permission):

  First, release ANYTIME after the weapon video screen displays "in
  range" on the right hand side... Releasing when "in range" instead of
  waiting for 0 TREL will slightly decrease the chance of overshooting
  the target. OTOH [On the other hand], if you release early and do a
  lot of yaw steering,you might run the bomb out of airspeed and it'll
  never make it to the target.

  Next, you really need to get as early a TRK as you can.  The farther
  away the better.  Use the arrows at PB 16 and 17 to get the impact
  heading that you want, otherwise leave those alone unless you can't
  see your target because of something in your way.

  To get the target track, I hit Pause, unbox TRK, slew the cursors to
  where I want them, then hit TRK again.  It is critical that this is
  done as early as possible.

  As soon as you have verified a valid TRK, you need to hit PB7,
  changing TRNS to TERM... From here on in, you're a passenger...

  If you select TERMinal profile early enough, the bomb will do it's
  thang and hit whatever you're tracking... This is how it works in
  the game, and you CAN get hits with it.  I tried several things
  including changing targets, etc etc, and it success or failure
  depended entirely on how soon I could select TERM profile.

-----------------------------------------------------------------------

E. The AGM-65 Maverick

- The AGM-65 Maverick uses the GUIDED release mode, which will be
  selected whenever a weapons station loaded with Mavericks is
  selected. This will override the normal bombing modes of
  CDIP/Auto/Auto loft. Following the release of the last selected
  AGM-65, or upon the deselection of all stations loaded with AGM-65's,
  the normal bombing modes will again be available.

- Time To Release (TREL) will be displayed on the HUD whenever there is
  a designated target. This number represents the optimal  range of the
  weapon at the current altitude/speed. Note: This can be different
  from the target the Maverick seeker is locked on to, if manual weapon
  cueing has been selected. In this case, the displayed TREL number,
  and times to maximum/minimum range discussed below are INVALID.

- When a A/G target is designated, two tick marks are displayed on the
  ride side of the Weapon MPD; the numbers next to these tick marks
  represent the time (in seconds) to the maximum range (top tick mark)
  and minimum range (bottom tick mark) of the weapon. Push-button 19
  will toggle the color of the tick marks between light or dark.

- When the time to maximum range reaches zero, the IN RANGE cue will
  appear between the tick marks.

- Firing Mavericks at targets without having the Weapon MPD open may
  cause the missile to miss it's intended target, because the seeker
  head will not attempt to lock on until the missile is actually
  launched.

- A flashing Pointing Cross in the Weapon MPD indicates that because
  of the current geometry to the target, there is a chance the missile
  may break lock when launched. For best results, ensure the pointing
  cross is not flashing before firing the missile.

- The AGM-65D is not very effective against buildings or ships, being
  primarily designed as an anti-armor weapon. The AGM-65G, with it's
  much larger warhead, can be used successfully against small buildings
  and patrol boats, in addition to armor. For the sake of comparisons,
  the warhead of the AGM-65G has roughly the same destructive potential
  as the Mk82 500lb bomb. The AGM-65D warhead has roughly half the
  explosive potential of the AGM-65G.


----------------------------------------------------------------------
IX. CUSTOMER SERVICE/TECH SUPPORT
----------------------------------------------------------------------

If you have any questions about the program, our Technical Support
Department can help.  Our web site contains up-to-date information
on the most common difficulties with our products.  We keep the
product support pages updated on a daily basis, so please check here
first for no-wait solutions:  http://www.ea.com/techsupp

You may also contact Technical Support via phone, fax, letter, or
e-mail.  All messages are responded to in kind -- if you send in a
request by fax, the response will be by fax.  Our business hours
are Monday through Friday between 8:30-11:45 AM and 1:00-4:30 PM,
Pacific Standard Time.

EA Phone Tech Support:
(650) 628-8480

EA Tech Support Fax:
(650) 628-5999

Mail:
Electronic Arts Technical Support
PO Box 9025
Redwood City, CA  94065-9025

E-mail:
support@origin.ea.com


* Jane's F-15 Web Site:

To find out the latest information about Jane's F-15, please
check out our Internet Web site:
http://www.f-15.com

* Customer Support around the world:

You can also reach our other Customer Service departments located
globally. Please consult the list below for the office nearest your
location.

----------------------------------------------------------------------
Electronic Arts Ltd
PO Box 835
SLOUGH
SL3  8XP
ENGLAND

Telephone:  01753 546465
----------------------------------------------------------------------
Electronic Arts France

Phone Tech Support:
Monday through Thursday from 9:00 AM to 6:00 PM
Friday from 9:00 AM to 5:00 PM
France: 04 72 53 25 00

EA France FAX Tech Support:    04 72 53 25 08
EA France E-Mail Tech Support: FR-support@ea.com
EA France Hot -Line : 08 36 69 75 25 (2,23 F/mn)

EA France Tech Support Mailing Address:
        Electronic Arts France
        Centre d' Affaires Télébase
        4 Rue Claude Chappe
        69771 Saint Didier au Mont D'Or Cedex
        LYON FRANCE
----------------------------------------------------------------------
Electronic Arts Germany

Phone Tech Support:
Monday through Friday from 9:30 AM to 5:30 PM
Germany:        0190 / 572333 (1,21 DM/Min)*
Switzerland:    0900 / 554020 (2 SFr/Min)*
Austria:                0049 / 2408-940777*

EA Germany Cheat-Line (available 24 hours/day):
0190 / 900030 (2,40 DM/Min)*

*If you are under 18 years of age, parental consent required.

EA Germany FAX Tech Support:     (0049) 02408/94 04 44
EA Germany E-Mail Tech Support: desupport@ea.com
EA Germany Tech Support  Mailing Address:
        Electronic Arts GmbH
        Customer Service
        Pascalstraße 6
        52076 Aachen
        Deutschland

----------------------------------------------------------------------
Drosoft
Edificio Arcade
Rufino Gonzalez 23 bis. Planta 1a. Local 2
28037 Madrid
SPAIN

Telephone:  1304-7091
----------------------------------------------------------------------
Electronic Arts Victor Inc
2-4-12 Jingumae,
Shibuya-Ku, Tokyo 150
JAPAN

Telephone: 813-5410-3111
----------------------------------------------------------------------
Electronic Arts Pty Ltd
P.O. Box 432
Southport
QLD 4215
AUSTRALIA

Telephone: 1 902 261 600 (95 cents per minute) ITM
7 days a week 10:00 AM to 8:00 PM
If you are under 18 years of age, parental consent is required

----------------------------------------------------------------------
Readme by: Tom Whittaker and Myque Ouellette
