Harrier Jump Jet
Harrier Jump Jet
The Software
Programming by Tim
Adrian Scotney
Neil D. Coxhead
3D World Design Amanda Roberts
3D G raphics Martin Calvert
Kevin Ayre
Graphics Jacqueline Govicr
Angus Fieldhouse
Trevor Slater
Drew Northcott
Original Music John Broomhall
Sound Programming Andrew Parton
Game Design Mike Brunton
Kristian Ramsey-Jones
Tim
World Database D esign Kristian Ramsey-Jones
Graeme Davis
Quality Assurance Pete Woods
Andrew Luckett
Nick Stokes
Philip Mcdonnell
Software Evaluation Scott Johnson
Project Managers Leo Fouhy
Steve Hurley
Publishers Paul Hibbard
Pete Moreland
Special thanks to the Pi lots of233 OCU RAF Witte ring- Home of the Harrie r.
CREDITS
The Manual
Manual Written by Alkis Alkiviades
Kristian Ramsey-Jones
Jonathan Falconer
Mike Brunton
Design & Typesetting Joanna Smith
Sarah Kerr
Sarah Warburton
Packaging Design Joanna Smith
Illustrations Blue Chip
Graphics Brushworks
Photographs Aerospace Publishing Ltd
British Aerospace
Harrier Technical Illustration Quadrant Picture Library/
Flight International
With grateful thanks to British Aerospace Public Relations Dept.
CONTENTS
SIMULAT ION OVERVIEW ....................8 Realistic ......................................................................45
Introduction ........................................................................8 Game Type .......................................................................45
Game Overview.................................................................8 Training.......................................................................45
This Manual .........................................................................9 Single ...........................................................................45
Sorting the Materials.........................................................9 Day ..............................................................................46
Campaign ...................................................................46
World: World Map .........................................................46
SECTION I Hong Kong ................................................................46
INSTANT FLIGHT ................................ 12 Falklands .....................................................................46
Nordkapp...................................................................46
Vertical Landing Summary (simple flight model) ...... 16
Fly: Combat Monitor ......................................................47
Short Take-off Summary ............................................... 16
Quit: Exit Sign ..................................................................47
THE FIRST MISSION ........................... 18 Briefing: Papers ................................................................47
Th e Controller ......................................................... 19
THE BRIEFING SCREEN ..................... 48
The Selector.............................................................. 19
Continuing A Campaign .................................................49
Flying the Harrier ............................................................27
Campaign Status: Clipboard..........................................49
Short Take-off...........................................................28
New Campaigns...............................................................50
Briefing Session ................................................................50
SECTION 2 Review Orders ................................................................50
Map on Screen: View the Campaign Map ..................52
THE READY ROOM ..............................38 Arming ...............................................................................52
Pilot Roster: Keyboard .................................................. 39 Decline Mission................................................................ 52
Select Pilot .................................................................39 Fly ......................................................................................S2
On Campaign/On Operations ..............................40
Available .....................................................................40 ARMING THE HARRIER ......................54
Game Type: Large Screen .............................................40 The Arming Screen .........................................................55
Enemy Ground T roops ...........................................41 Arrow Buttons Left/Right ......................................56
Enemy Pilots ..............................................................41 Unload ........................................................................56
Flight Model ......................................................................42 Load.............................................................................56
Simplified .......................................................•............43 Info .............................................................................. 57
Easy..............................................................................43 Default Load ..............................................................57
Realistic (the Flight Simulator) ..............................43 Jump to Armament Type .......................................57
Landings .............................................................................44 Internal Fuel Load ....................................................57
No Crashes ...............................................................44
Easy..............................................................................44 FLIGHT CONTROLS ........................... 58
Realistic ......................................................................44 The Flight Controllers ................................................... 59
Weapons ...........................................................................45 Short Take-Off (ST0) .................................................... 60
Easy..............................................................................45 The Three Flight Models ...............................................61
Moderate....................................................................45 Simplified Model .......................................................61
Easy Model .................................................................6 I Weapons Control Summary .................................87
Realistic (the Flight Simulator) ..............................62 Harrier Weapons Summary .........................................88
Vectoring in Forward Flight (VIFFing) ........................62 Key to Harrier Weapons Summary ............................89
Vertical Take-Off.............................................................63 Harrier Weapon Effectiveness Against
Hovering ............................................................................64 Common Targets ............................................................90
Flying Backwards .............................................................65 Key to Weapons Effect.iveness Against
Vertical Landing ...............................................................65 Common Targets ............................................................91
Simple Flight Model .................................................65
Easy/Realistic Flight Model .....................................66
THE COCKPIT DISPLAYS ...................92
Autopilot ....................................................................94
HEAD-UP DISPLAYS ............................68 Landing Gear .............................................................94
General HUD Indicators ...............................................69 HUD Mode ................................................................94
Heading Scale ............................................................70 Brakes Air/Wheel ....................................................94
Airspeed .....................................................................70 A irspeed .....................................................................94
Angle of Attack .........................................................70 A ltitude .......................................................................94
Altitude lndicator .....................................................70 Fuel ..............................................................................94
Vertical Velocity Indicator .....................................70 T hr ust% RPM ...........................................................95
Flight Path lndicator .................................................70 JPT ...............................................................................95
Pitch Lines..................................................................70 N ozzle A ngle .............................................................95
Specific Function H UDs .................................................7 1 N ozzle Keys ..............................................................95
V/STOL HUD ...........................................................7 1 Damage Systems lndicator.....................................95
Side Slip lndicator.....................................................71 A uto Defence............................................................95
R value ........................................................................72 Chaff............................................................................95
J value ..........................................................................72 Flares ...........................................................................96
N value .......................................................................72 ECM ............................................................................96
Flight Path lndicator.................................................72 Cockpit Warning Lights .................................................96
NAV HUD ........................................................................73 The Multi-Function Displays .........................................96
Inertial Navigation System (INS) Ordnanace/Equipment Display .............................96
Direction Indicator ..................................................73 Mission Briefing Reminder ........................................97
M value .......................................................................73 Tactical Compass .....................................................97
g value .........................................................................73 Moving Map Display.................................................97
Air/Ground Attack HUD Modes.................................74 Tracking Camera View ...........................................97
Cannons .....................................................................74
Rockets .......................................................................76
CAMERA AND VIEW CONTROLS ....98
Air-to-A ir Guided Missile.......................................77 Cockpit Views ..................................................................99
Air-to-Ground Laser-Guided Missiles .................78 Function Key ........................................................... 100
Tactical Views ......................................................... 100
Air-to-Ground Radar-Guided Missiles ................79
Free-Flying Camera View s ................................... 100
Laser-Guided Bombs ...............................................80
Retarded, Cluster, Anti-Runway and MISSING DEBRIEFING ...................... 102
Free-fall Bo mbs .........................................................82
D ay End Intelligence/Report Screens ....................... 104
Firi ng W eapons in Salvoes .....................................84 D ay Operations End ..................................................... I 04
Reconnaissance Camera .........................................85 Medals and Promotions ............................................... 104
Stores Empty H UD..................................................86 Campaign End ................................................................ 104
Night Vision Goggles/FUR .....................................86
HARRIER WEAPONS AND Game Menus .................................................................. 145
SUPPLIES ............................................. I 06 Quit Menu ............................................................... 146
Cannons .......................................................................... 107 Configuration Menu .............................................. 146
Gameplay Menu ............................................................. 146
Air-to-Air Guided Missiles.......................................... I 08
Air-to-Ground Guided M issiles ................................. 109
Rockets ............................................................................ I 12 SECTION 3
Laser-Guided Bombs .................................................... 112
Retarded Bombs............................................................ I 14 HARRIER AIR AND GROUND
Free-Fall Bombs ............................................................. 11 S ATTACKS ............................................. 150
Cluster Bombs ............................................................... 117 Air-to-Ground Missiles ................................................ IS I
Anti-Runway Weapons ................................................ I 19 'Fire-and-Forget' ..................................................... IS I
Fuel-Air Munitions ........................................................ 120 Laser Guided Bombs ............................................. IS I
Other Supplies ............................................................... 121 Retarded Bombs .................................................... 152
Free-Fall Bombs ..................................................... 153
MISSION TYPES ................................. 122 Reconnaissance ...................................................... 154
Air-to-Ground Missions .............................................. 123 Air-to-Air Combat ....................................................... 154
Deep Strike M issions ............................................ 124 Surprise! ................................................................... I 54
Ground Support Misslons .................................... 124 Exchanging Missiles ................................................ I SS
Iron Hand AA A and SAM Suppression ........... 125 Dogfights ......................................................................... I 56
lnterdiction .............................................................. 125 Get On His Tail! .................................................... 156
Air-to-Air Missions ....................................................... 126 Go Faster! Climb Higher! .................................... 156
Air Intercept Missions .......................................... 126 Escape Manoeuvres ............................................... 156
Combat Air Patrol (CAP) .................................... 126 "VIFFing" (Vectoring in Forward Flight) ........... 158
BARCAP .................................................................. 127 Enemy Surface-to-Air M issile Systems (SAMs) ...... 159
Reconnaissance Missions ............................................. 127 Medium/Long Range SAMs .................................. 159
Evading Radar-Guided SAMs ............................... 161
THE CAMPAIGNS .............................. 127
Infra Red Homing SAMs ....................................... 161
Hong Kong ..................................................................... 129
Evading SAMs .......................................................... 162
The Falkland lslands ...................................................... 133
Nordkapp........................................................................ 137
SECTION 4
HARRIER KEY GUIDE ........................ 140
Engine Power and Nozzle Controls ......................... 141 THE HARRIERS .................................. 169
The Keyboard Flight Controller................................ 141 The GR Mk.7.................................................................. 169
General Flight Controls ............................................... 142 Specification ............................................................ 169
Displays ........................................................................... 143 The Pegasus Engine ............................................... 170
Weapon Controls ......................................................... 143 Inside the Cockpit ................................................. 171
Defence Controls ......................................................... 144 Avionics .................................................................... 172
Camera and View Controls........................................ 144 Electronic Countermeasures .............................. 173
Cockpit Views ........................................................ 144 N ight Operations ................................................... 173
Tactical Views ......................................................... 144 W eapons and Stores............................................. 174
Free-Flying Camera Views ................................... 145 Reaction Control System ..................................... 175
Game Controls ...................................................... 145 Landing Performance ............................................ 176
Structure .................................................................. 176
The W ing and LERX ............................................. 176 THE US MARINE CORPS
Electrical Systems .................................................. 176 HARRIERS ............................................ 206
GTS/APU ................................................................. 177
The AV-SA ..............................................................207
Fibre Optic Technology ....................................... 177
The Development of Harrier
Systems .................................................................... 177
Combat Tactics ......................................................208
Fuel System ............................................................. 178
The AV-8B Harrier 11 ............................................208
Pressurisation and Ai r Conditioning ................. 178
The Squadrons .......................................................209
Oxygen System ...................................................... 179
USMC Harrier Operation ................................... 210
Anti-g System.......................................................... 179
Combat Operations .............................................. 210
Hydraulic System ................................................... 179
Escape System ........................................................ 179 THE FALKLANDS WAR .................... 2 12
The AV-SB ...................................................................... 180 Royal Navy Sea Harrier FRSls ............................214
AV-SB Harrier II Specification ............................ 181 Royal Air Force Harrier GR3s ........................... 214
The Sea Harrier FRSI ................................................... 182 Combat Tactics ......................................................215
Sea Harrier FRSI Specification ............................ 183 Combat Air Patrols (CAP) ..................................216
Power Plant ............................................................. 184 Ground-Attack Missions ...................................... 216
Cockpit..................................................................... 184
Avionics .................................................................... 184 HARRIER PILOT TRAINING ............ 218
Electronic Countermeasures .............................. 185 Conversion Training: Basic Squadron ............... 219
Weapons and Stores .................................................... 185 Conversion Training: Advanced Squadron ......220
Conversion Training: Operational Phase ......... 221
OPERATING FROM DISPERSED 'Pairs leader' ..........................................................221
SITES .................................................... 186
The Conventional Airfield ................................... 187
THE HONG KONG CAMPAIGN ...... 222
The Concept of Dispersed Operation ............. 188 Intelligence Files ............................................................223
Chinese Aircralt .....................................................223
THE DEVELOPMENT OF THE
THE FALKLANDS CAMPAIGN ........ 230
HARRIER ............................................ .. 192
Intelligence Report .......................................................23 I
Early Military V/STOL Alrcralt ........................... 193
Argentine Aircralt ................................................. 23 I
British Developments ........................................... 194
Argentine Tanks and APCs ................................. 236
The Flat-Risers ....................................................... 195
The jet-Engines ....................................................... 195 THE NORDKAPP CAMPAIGN ......... 238
lilt Engines .............................................................. 196 Intelligence Files ............................................................239
The P. 1127 .............................................................. 198 Russian Aircralt ......................................................239
Flying Prototypes ................................................... 200 Russian Tanks, APCs .............................................246
The Kestrel .............................................................20 I Russian AA & SAMs ..............................................251
The Harrier in Production ................................... 202
The GR Mk.5 ..........................................................204 INTELLIGENCE FILE .........................254
The GR Mk.7 ..........................................................204 UK and US Aircralt ......................................................255
The Night Attack Harrier II ................................205 Allied Ships ..................................................................... 264
Introduction
Harrier Jump Jet is an incomparable flight simulation. It allows you Lo experience the Ha rrier's unique
combat capability: ·ground loitering' behind the front line ready to perform a series of short. sharp sorties
and then returning to pre-set ' hides'. Execute short or vertical take-offs and la ndings, hover or, if
necessary, fly backwards to confuse e nemy pilots! Get to grips with special combat manoeuvres, arm your
Harrie r from the vast a rray of well-documented weapons and de lve into the complexities of o ne of the
most detailed I lead-Up Display modes ever seen in a flight simulation.
Harrier .!11mp .let uses Micro Prose's innovative Gouraud Graphic System LO produce 3-D game worlds
where you a rc able to fly thro ugh accurately-contoured valleys and around massive mountain ranges.
From single missio n training sorties to the full-blown campaign games, prepare to jump into the most
a uthentic cockpit ever seen in a flight simula tor. Harrier Jump Jet is produced with the assistance of real
Harrier pilots and it's the nearest you'IJ get to piloting the real Harrie r short of joining the Air Force!
Game Overview
Harrier Jump Jet is a simulatio n of the US Marine Corps A V-88, and the RA F's Harrier GR.7. Your first
decision will be which Air Force to join a nd then which of the three nash point areas of conflict you want
to ny in. You arc advised. even if you are a flight sim veteran. to complete several training missions in
order to get to know the Harrier' unique capabilities in short take-off and vertical landing. Even for
computer pilots it may take some time to come to terms with an aircraft that comes to a complete stop in
the air!
Once you feel confident of all fl ying controls of Harrier Jump Jet, try to get to grips with the weapons and
stores that can be carried a nd their particular function, the different mission types a nd the accurate H UD
modes available in the simulatio n. You may feel overawed by the sheer detail of this part o f the game but
remembe r, you arc probably experie ncing the same bewilde rment tha t a rookie Harrie r pilot feels when
he starts his training.
This Manual
The manual is organized to help you learn the simulation quickly and get into the air without delay.
In Section One, there is an lnstantt Flight summary and a First Mission Guide to take you through a
complete training sortie.
Section Two includes all the simulation details: cockpit and flight controls, HUDs, mission types, Views,
Keys, Weapons available, Campaign details and Maps. This section can be used as reference when you
want to consult more detailed aspects of Harrier Jump Jet control systems.
Section Three can be consulted if you want to improve air combat, ground attack or missile evasion tech-
niques. Experienced MicroProse pimots will be familiar with most of the information but are advised to
pay particular attention to the unique Harrier dogfighting manoeuvres made possible by VIFFing.
The final part of the manual, Section Four provides background detail including a complete guide to the
Harrier, a history of its development and a reference section of some of the numerous weapons, aircraft,
tanks, guns and missiles found in the simulation.
In addition, throughout the manual, a combat pilot will appear with important tips and advice. If you do
not want to be bothered with reading the complete manual and wish to 'flick through', it's recommended
you pay particular attention to any page on which the combat pilot appears.
Contents
Your Harrier Jump Jet package contains this Manual, a Technical Supplement (including a pull-out Key
Guide), three game world Maps and a set of disks to run the simulation.
Installation and Loading
The Technical Supplement gives specific instructions for loading and/or installing the simulation for your
specific computer.
HARRIER JUMP JET •
SECTION
INSTANT FLIGHT
This section is intended for those who want to jump into the Harrier and fl y around the combat worlds as
quickly as possible. This is often the best way to 'learn' a flight simulation.
We suggest you try the l nstant Flight method, then attempt the First Mission Guide before undertaking
any campaign-based sorties.
SECTION
Vertical Landing
VERTICAL LANDING (VL)
Summary
(simple flight model)
A
PAGE
S ECTION
The Controller
Dive
Harrier Jump Jet can be controlled using a combina tio n of
keyboard, mouse or a joystick. For flying it is recomme nded
yo u use a joystick and for menu selection it is recommended
yo u use the mo use
pointer. Flight control
is not possible with a KEYBOARD
mo use. In this m anual, CONTROLLER
which is applicable to
all computer syste ms, Bank
the three control Right
Dive
devices will be referred
to as the Controller.
The Selector
A t va rious times
d uring the gam e you
will be asked to select
JOYSTICK CONTROLLER from a series of
optio ns, fire cannons
or missiles. Once again you may use any one of three devices:
keys on the keyboard, left-hand mo use button or joystick fire
button. In this ma nual these will be referred to as the Selector. Bank
Left
SECT I ON
Fly
Quit
Game
Type
Mission
Briefing
World
Ro seer
Move your Controller. You will notice an arrow cursor moving around the room and, as it passes specific
areas in the room, it acquires a different pop-up legend below it.
Move the arrow cursor to the keyboard and the Roster legend wiU appear. Press your selector.
You wi II various pilot roster slots.
Highlight a slot.
Press the Delete/Backspace Key to clear the slot if a name is already there and type in your own choice of
name.
Press Return.
You will then be prompted for your choice of Air Force.
Select US Marine Corps. (USMAC-AV-88)
Press your selector and you will return to the Ready Room.
Move the arrow cursor over lhe largest monitor. The legend Gametype will appear below it.
Select Gametype.
This screen allows you to set au difficulty levels, training/campaign modes and simple/easy and realistic
night modes.
The choices are already set up but take time to check that they are correct. To alter settings click on the
green tabs (cycle through).
For this First Mission guide you should have the following set up:
Enemy Troops: Green Landings: No Crash
Enemy Pilots: Green Weapons: Easy
Flight Model: Simplified Game Type: Training
HARRIER JUMP JET ~
Whe n you have made (or checked) your choices, select Done and you will return to the Ready Room.
Next. move the arrow cursor and select the World Map (bottom left).
You will sec a clo e up of the map with the three areas of connict highlighted.
The Hong Kong Campaign should aJread y be selected. Move your arrow cursor over the highlighted box.
You will be given a brief summary of the conflict.
Select Exit to leave the World Map and you will re turn to the Ready Room.
You can, a t thi stage, choose lnstant Flight by moving lhe a rrow cursor over the top-left monitor in the
Ready Room (see previous section). But, in this First Mission guide, it is recommended you study lhe
Mission Briefing and Arming Screens.
Select Briefing a nd you will enter Mission Briefing.
Fly
Decline
Orders
Map
Arming
In the same manne r that you investigated lhe Ready Room, you can move your arrow cursor around to
highlight various accessible areas in the Mission Briefing Screen.
If you click on the docume nts on the left-hand side of the creen. you will see de tails of the Training
Mission Orde rs indicating:
Type Of Mission
Mission Callsign
Take-Off Time
T ake-Off Base Name and Grid Refe rence
Landing Ba e Name a nd Grid Refere nce
Primary T a rget and Grid Refere nce (if applicable)
Secondary Targe t a nd Grid Refe re nce (if applicable)
The Distance Roll-in Points arc set from targets (Whe n you will have to switch to Air/Ground attack
H UD mode).
Clicking on the Next button with your selector will allow you to view the next sheet. This shows:
The pre-set weapons carried for tha t particula r mission.
Day/Twilight/Night mission summary.
Wind Stre ngth and Direction
Expected Enemy Activity.
SECTION
H A R R I ER JU M P JE T .·~~
A Harrie r ground attack mission has eight waypoints shown on your HUD information:
'°' WAYPOINT3
® WAYPOINTS
>e;/ Primary Targe t
FRONT LINE ®
® .,
7
WAYPOINT1
Mission Ingress
~::::;--....................
WAYPOINT6
Mission Egress (turn towards base)
WA YPOINT 7
• '°' (into e ne my territory)
WA YPOINTO
>e;/ T ake-Off Base
Lamding Base
•
track your flight path by using the combat maps in your H arrier Jump Jet package.
PAGE
14
SECTION
Default load
Fuel load
Drag Factor
and Weight
Weapons
Selection Arrow
Buttons
Armament
Type
The AV-88 Arming Screen
In the top right an inset box shows the default load that you have been assigned for your training mission.
This includes details of type of ordnance, amount of fuel, cannon and the individual weights of each item.
At the base of the box you are given a total drag factor and a combined take-off weight.
Jn this mission you will accept the pre-defin ed weapons load but in future missions, you may wish to
change your payload so it's worthwhile taking time to look through the Arming Scree n.
Arrow Buttons Left/Right
To view a complete selection of available weapons and supplies click on the left or right arrow buttons. A
picture of the selected weapon is shown in a picture box on the lower right of the screen.
SECT ION
To fly the Harrier (remember you chose to fly with the USMC A V-8B), simply select Fly in the Mission
Briefing Screen.
You will now be transferred to the cockpit of your Harrier.
The Harrier will be standing on its take-off area.
Heading
Forward
Altitude
Velocity - - - -
Thrust Valve
% RPM N ozzle Angle
Thrust% RPM
HUD Mode
Indicators Nozzle Angle
landing Gear
You will now perform one of the unique Harrier manoeuvres: a short take-off.
Short Take-Off
SHORT TAKE-OFF (STO)
Press Shift/ Plus+
Watch the numbers at the top
© left of the H U D increase. This
c=:s& @
is your forward speed .
-~ ~
Wh e n the speed r eaches
a pproxima te ly 90 knots (this
"" ~
o nce. Thi s m oves your je t
nozzles down to an angle of
55 °. Y o u will beg in to rise.
Look at Lhe increasing numbers
o n the top-right o f the H UD .
This is your he ight in feet.
After 2-3 seconds you must move your nozzles back to 0° (po inting backwards). Press S hiftJClose Square
Brackets] o nce.
Yo u will now be in conventio nal wing borne Oig ht.
R ai e your landing gear (Key G). Flaps wiJJ auto activate.
Climb to 1000 feet.
Reduce thrust ( RPM) to a cruise setting of 85%.
Set the Autopilo t by pressing Key A.
Press ESC Key to pau e the simulation.
This will give you an opportunity to study the cockpit displays.
Look at the HU D mode indicator lights on the extreme right of the cockpit.
The red light marked V/STOL will be lit. After take-off you sho uld switch to NA V mode.
Press ESC to unpause the game.
Press the TAB Key until the NAV indicator lights up.
Notice tha t the Head Up Display supedmposed on the fro nt screen cha nges with each press. (For more
de tails consult the HUD chapte r in this manual).
You are now in Navigation mode. use thjs HUD when flying to and from the target.
You will notice a small block marker has lined up with the inverted tick mark on the middle of the HUD
heading cale. This shows the direction of the first waypoint (Mission Ingress).
_ _ _ _ Waypoint
Number
Distance to First
Waypoint in Miles
Nav HUD
Mode
Auto Defence
Moving Map
Autopilot Display
Warning Light
F1 F2 F3 F4 FS
F6
Press TAB to change HUD mode from NAY to NG (Air/Ground attack mode).
Now, you must select the correct ordnance for your Primary Target (Ammunition Dump).
Press the Return Key until you have chosen Paveway G BU-16s (shown as a Pv16 on the HUD).
When you pass the Initial Point (Waypoint Two) to the Primary Target, Autopilot will turn you for Lbe
run-in to the target (Waypoint Three).
Laser Designator
Seeker 'X' Shape
Air/Ground
Attack HUD
Mode
Weapons
Selection Display
Weapon
Selected
You will be above 1,000 feet and within 5 miles of the target.
You wiJJ see an X shape moving across the HUD.
Fly until you see waypoint 3. Then press Shift/Backspace to designate the waypoint as a target. The Track
Carn (in right MFD) will show a picture of the target, the name of the target, its bearing and range.
The X shape will merge with a diamond shape and lock-on the target. Once you see this you may fire at
will. A message wiJJ appear in the HUD if you are successful.
Remember that if you wish to 'unlock' a target press ALT/L.
You will now head for the second InitiaJ Point (Waypoint Four).
Your Secondary Target is a truck formation. Your desired weapon is the Rockeye 11 cluster bomb.
Repeat the above procedure for weapon selection.
Select with the Return Key until you see 'rock' on the HUD.
SECT I ON
Auto Bombing
Mode
Tactical
Compass
+Marks Your_-1•
Harrier Position
You will sec a long vertical line across the H U D. In Simple Weapons Mode press Shift/Backspace to
designate the ta rget. A na rrow horizontal line will descend towards the Nose indicator. Keep your finger
pressed on the Selector as you approach the targe t and the Rockeye will auto drop on ta rget.
SECTION
W eapon Type
White dots -
Aircraft
Green dots -
Ground objects
Red dots -
Missiles
Tactical
Compass Scale
The Tactical Compass can be scaJed up xl.x2 x4. x8. xl6 by pressing Key 6 or Key 5, or down with Shift 6
a nd Shift 5.
You are in easy weapons mode. Press Backspace to cycle through available targets. The Track Cam in the
left MFD shows aircraft na me, bearing and ra nge. A circle with a dia mond in it shows a locked ta rget.
If you manage to lock-on an aircraft fire your Sidewinde r with your selector.
If you want to ' unlock' a ta rget (perhaps it's faster tha n you!) press ALT/L.
To re turn to base, select Autopilot again and comple te your flight path by heading for Waypoint 7.
When you can sec the runway, change yo ur HUD mode to VSTOL (Press TAB key).
Whe n you arc over the la nding site de-select autopilot, press the A uto Hover Key 0 (unavailable in
Realistic Flight Mode).
Auto Hover will slow you down to a hover
roughly over the landing site. R educe power Mission EgJ'eSS/ lngms
(Minus Key -) to descend. When you are on the waypoints an pul into
missions to make th
ground press Shift/- to stop the engine.
Hamerflig/u path
unpmlielable to enemy
tmdcen. Without
Mission lngms th
enemy could draw a
VERTICAL LANDING (VL) /inefrom aircraft
heading and guas the
location of the target
and aim defenco
amund the target.
Without Mission Egra.s
points, the enemy could
trade the location of a
Hamer base.
_T_H
__E__R__ o_v__R
E_A__ __o__ ___________ _~~
o_M
Fly-- - -
Quit
Game
Type
Mission
Briefing
Select Pilot
Select the pilot you wish to ny as from the list provided. If you are a new pilot erase a highlighted slot
using the backspace/delete key and enter a name of your choice.
The pilots can be stored in various states. Dead. Retired. Missing-in-Action. POW Pilots arc unavailable
for play but can be deleted and their slots used for new pilots .
•
S E C TI O N
Available
The pilot is between campaigns. He can be selected and flown .
The roster also shows fuU details of the Pilot's Air Force, Rank , Score, Best Mission, Last Mission
Decorations and Aircraft Lost.
Whe n you have comple ted your selection, press the Return Key.
New pilots must the n choose their Air Force (US Marine Corps or RAF)
Whe n you have made your choices, press Return to go back to the Ready Room.
Enemy Pilots:
Choose the level of opposition that you wish your forces to face in the air by moving your selector and
clicking on the appropriate box. The picture will change with a representation of the chosen level.
Green
Regular
Veteran
Ace
SECTION
I Simplified I
Easy
Realistic
S E CTIO N
Simplified
A good 'fun' version to train on and very forgiving with rookie pilots.
1. Weight and Drag of fuel or weapons will not be important factors. You are able to take-off vertically
and have better manoeuvrability.
2. The effects of VIFFing are emphasized.
3. Amplified pitch and roll rate allows better dogfighting agility.
4. Auto Hover Mode available
5. The Yaw control is more effective in hover.
Easy
The next step up from Simple. A moderate level prior to tackling the Flight Simulator.
1. The weight and drag factor of on-board fuel and weapons is 50% realistic. This enables player to
perform shorter take-offs and allows better manoeuvrability.
2. VIFFing effects are slightly increased so that a player experiences a 1 g upwards acceleration and a 1 g
horizontal deceleration.
3. Pitch and roll rates are increased slightly allowing improved manoeuvrability.
Landings:
No crashes
No matter how bad your approach, or control, you will always land upright without any da mage to your
Harrier.
Any descent rate.
Any ground speed.
Any roll angle.
Easy
An option to choose if you wish to progress to Realistic Landings. Good for gelling to know the controls.
HUD and the feel of the plane in landing modes without incurring serious damage when you make an error.
D escent Rate max 2500 fpm
Ground Speed max 250 kts
Roll Angle max 45°
Realistic
Land the real H arrier by using all the available controls, dials and indicators. Not recommended for
rookie pilots!
D escent Rate max 500 fpm
Ground Speed max 200 kts
Roll Angle max 10°
SECT I O N
Easy
Your missiles, rockets and bombs will be effective over a wide radius, will have 100% reliability. travel
further and strike the target harder.
Laser-guided ordnance can be fired from any target approach angle. Sidewinders 'lock-on' from
anywhere in the HUD.
You can cycle through all available targets by tapping Backspace (designate) Key. Bombs are always pre-
set to 'Auto' mode.
Moderate
Weapons will lock-on realistically. Your missiles, rockets and bombs will be effective over a smaller radius
and will have slightly less than 100% reliability. Laser guided ordnance locks-on if the target approach angle
is within+/- 45°. Weapons will be slightly longer-ranged than realistic ones and strike the target a little harder.
Realistic
All weapons and supplies will behave as realistically as possible with an element of unreliability built in.
You'll have to be accurate, precise and make the most of your numerous HUD aiming modes.
Game Type:
Select the type of game you wish your chosen pilot to experience. Click with your selector to cycle
through the four options.
Training
A single training mission. By selecting this option you can attempt a sortie without worrying about
outcome. Similarly, you wilJ not receive awards or promotions if you are successful.
Single
A single sortie. One quick mission to take you into the game quickly but giving you the chance to build up
promotions/rewards for your chosen pilot. Choose this option if you wish to progress to full campaign
mode but want to sharpen up your Harrier control capabilities.
A
SECT I O N
Campaign
The full Harrier Jump Jet campaign in the game world of your choice. A campaign is made up of a series
of 'days' (sec above) and can last for 10 days. You are advised to avoid the full campaign until you have
gained experience of all I tarrier controls and tactics.
By selecting the World Map, you will see a full screen world map. You may choose any game world but
remember that some campaigns are more difficult than others. Select one of the three Game W orld
options:
Hong Kong
The lowest level of difficulty. The campaign against the People's Republic of China in conllicl over Hong
K ong.
FaJklands
A moderate level of difficulty. The campaign against the re-equipped Argentine forces over the Falkland
Islands.
Nordkapp
The highest level of difficulty. The campaign against a new hard-line Russian Rcpubljc across the wastes
of Scandinavia's North Cape. You are not advised to attempt Nord K app al campaign level if you have
not already succeeded in one or the previous game worlds.
SECT I O N
Briefing: Papers
Select this action area in order to move to the Briefing Screen. Be aware that the Briefing Screen will
change de pending on your choice of campaign and game world. If you have selected the Training Option,
you will be taken to the Field Briefing Screen.
Other Briefing Screens will reflect your position during a campaign; for example, in a ·hide', or on an
aircraft carrier. But the details accessed in these Briefing sessions will always remain the same.
SECTION
----------------------~
Fly - -- -
Decline
Orders
Map
Arming
Continuing A Campaign
If you are continuing a campaign, you will be given a summar y of the background war scenario in your
chosen area of conflict.
If you are in the middle of a saved campaign, you will begin the session with an Operational Status
Clipboard. This will update you on your position in the simulation. You will also receive new Orders and
Suggested Ordnance.
SECTION
The site for the Mission Brie fing Screen will change depending on your cho en campaign but in all cases
you can access similar functions (e.g. Arming, Map etc.) by moving the selector cursor around the screen.
Briefing Session
A n ·in-Ihe-field' Mission Briefing Screen that will vary depe nding o n the Mission/Campaign Type.
Review Orders
Jn all cases you will have the o pportunity to review your orders. D e tails shown arc:
Mission Type
One of eight H arrie r mission types. Five air-to-ground attack (D eep Strike, Ba ttlefield Interdiction.
Ground Support, Iro n Hand, Reconnaissance) and three air-to-air (Comba t Air Patrol, BARrier CAP.
Air Intercept). For more details see the Mission Types chapter in this manua l.
CaUsign
Shown as: Callsign-Flight number-Aircraft number
Take-off Time
Local Time for area of conflict
Zulu Time- military term for Greenwich Mean Time (GMT).
Day
Fo r Campaigns only. The Campaign day number.
Take-off Base
Name of Base and G rid Reference given.
Landing Base
Name of Base and Grid Reference give n.
S E C TI O N
J0t WA YPOINT3
>Cl/
®' WA YPOINTS
ndary Target
Primary Target
A large scale map of the combat area with an overlay of your flight path. waypoints, targets/patrol routes,
bases and the latest intelligence summary of enemy forces. Click on the Next Waypoint icon to see flight
path and waypoint .
Red crosse arc enemy ground installations
Green cro scs are fricndlic
Yellow crosses arc assigned targets
Blue crosses arc friendly bases
Arming
If you wish to change your default weapon load or look at details of the missiles, bombs and rockets select
this option and exit to the Arming Screen.
Decline Mission
An opportunity to decline a particular mission and return to the Ready Room. You are advised not to
decline missions except under exceptional circumsta nces because you will be penalized and your
prospects of promotion severely affected!
Fly
Select this option to jump into your H arrier and begin the mission.
SECTION
_A_R
__M
__l _N_G
___T_H
__E__H __l _E_R_________~
__A__R_R
lfK i3
~VEilAV
By electing Arming from any Mission Briefing screen, you will e nter the Anning Section of Harrier
Jump Jet. This shows the selected Harrier (USMC A Y-8B or RAF G R.7).
In the top right an inset box shows the default load that you have been given for that particular mission.
This includes details of type of ordnance, amount of fuel, cannon and the individual weights of each item.
At the base of the box you arc given a total drag factor and a combined take-off weight. These arc more
important if you are flying the realistic aircraft model.
Note that Harrier Jump Jet simulates USMC and RAF weapons and that certain types of ordnance are
only available to specific Harrier types.
SECTIO N
Default Load
Left/Right
Arrow ----
Butto ns
Unload
To unload any ordnance/stores select Unload then move the cursor over the H arrier wings. T win yellow
boxes will appear to detail which weapons/stores you wish to unload. H arrier ordnance is always loaded
on each wing so in effect you need only highlight the lower wing. When you have decided which weapon
you wish to unload, make sure the yellow boxes are highlighting the weapon on the wing then press your
sel ecto r. The weapon will be removed.
Load
To load weapons/stores, highlight and click on Load, then choose a weapon using the arrow buttons.
Once you have chosen your ordnance, move the cursor over the H arrier. I f you have space for that
weapon then yellow boxes will appear itn the appropriate spaces. Click with your sefec1or and it will be
added to your payload. Repeat the procedure for all your chosen ordnance.
SECTION
Default Load
Select Default to re-select the
pre-defined payload.
Jump to
Armament Type
Yo u may jump to a n
armament type. to save you
having to cycle through au the
weapo ns available , by
selecting one of the codes in A pilot checks the arming ofa MK.82 Snakeye bomb on his Harrier
the lowest section of the
arming box.
The codes are:
AA Air-to-Air
AS Air-to-Surface
BO Bombs
RO Rockets
GU Guns/Cannons
OT Other (Reconnaissance Pod, ECM etc.)
OK
Select OK when you have completed your choice of payload and want to exit the Arming Screen.
SECTION
Dive KEYBOARD
CONTROLLER
Bank
Left
JOYSTICK CONTROLLER
SECTION
There are three distinct flight models in Harrier Press Shift/ Plus+ to
Jump .let. set thrust to maximum.
At 90 kts tap Open
Simplified Model Square Brackets Key [
once. Altitude will rise.
A fun version to train on and very forgiviug with
rookie pilots. After 2-3 seconds,
press Shift Close
l. Weight aud Drag of fuel or weapons will not Square Brackets Key]
be important factors. You are able to take-off to set nozzles to fF.
vertically and experience better manoeuvrability. Raise Landing Gear
2. The effects of VIFFing are emphasized. KeyG.
Easy Model
A good version to train on before attempting the
Flight Simulator.
1. T he weight and drag factor of on-board fuel
and weapons is 50% realistic. This enables the player to perform shorter take-offs and allows better
manoeuvrability.
2. VIFFing effects are slightly increased so that a player experiences a 1 g upwards acceleration and a lg
horizontal deceleration.
3. Pitch and roll rates are increased slightly allowing improved manoeuvrability.
llCTION
In general VIFFing is used to slow down the Harrier rapidly. T his manoeuvre means that a potential
attacker o n your tail will overshoot and give you the advantage in a dogfight.
Press Shift/Open Square Brackets [.
J ct nozzles will swing to 98° a nd there will a rapid deceleration experienced by the Ha rrier.
When the attacker zooms past press Shift/Close Square Brackets l to ro ta te the jet nozzles back to 0°.
(Sec Dogfight in Sectio n 3.)
S E CTION
Theflrst VTFFing
manoeuvn was carried out
by Lt. Col Blot of the US
Marine Corps al 5()() kts, in
level flight. He had not
tightened his shoulder
straps because he did not
anticipate any major ef/eclS
and simply pulled the j et
noules lever to the nar
stop, and (as he describes
It),
"...the airplane started
decelerating at an alarming
rate, the magnitude of
which 1 could not determine
because my nose was
pressed up against the
gunsight. 1 was now
straddling the stick, with
my right hand extended
backwards between my legs,
trying to hold on for dear
life. "
Vertical Take-Off
(Only possible in Simple Flight Model or when carrying zero payload and low level of fuel)
Press (and hold down) Open Square Bracket Key [ to select 82° nozzle angle.
Press Shift/Plus + to set thrust to maximum.
When you have risen to 100 feet, ease back on the nozzle angle press Close Square Bracket Key J gently.
The Harrier will accelerate in a forward direction without losing height W1til it achieves conventional
wing-borne flight and the nozzles are pointing backwards CJ'.
SECTION
~~: ~ H A R R I ER JU M P JE T
Hovering is important when performing landings in restricted spaces.
Remember to dump excess fuel (ALT/F). If all weapons have been expended you can have a maximum
load of 3,062 kgs of fuel on-board.
Use thrust Plus Key + I Minus Key - and nozzle angle Open/Close Square Brackets [ or ] to stabilize.
Use rudder Keys < or> to turn in hover.
You can attempt hovering in all flight models but in Simple Flight Model Key 0 will enable Auto Hover
(reducing thrust and nozzle angle to 82° automatically).
Flying Backwards
All Harrier flight models can fly backwards but this is very difficult and dangerous exercise for rookie
pilots in the Realistic Flight Mode l. Fly backwards to reposition your aircraft when landing. Do not
attempt to fly backwards fo r any length of time!
Take-off vertically (as above)
Press Open Square Bracket Key [ to select 82° nozzle angle.
Press Shift/Plus + to set thrust to maximum.
When you have risen to 100 feet, ease further forward on the nozzle angle Open Square Bracket Key [ to
98°.
Watch the Airspeed Indicator. When it shows a minus value, you are flying backwards!
Vertical Landing
--------~
General HUD Indicators
The Harrier cockpit has a number of HUD modes depe nding on the chosen function: take-off, landing,
navigation or weapon delivery. At first these HUDs will seem confusing and it is recommended you
follow the First Mission Tutorial carefully to introduce you to the diffe re nces in the three basic HUD
modes. You are also advised to expe rime nt with changing HUD modes as you read this chapter and to
become famiJiar with all the display indicators.
Don't worry about getting things wrong. Remember that Harrier Jump Jet is an extremely accurate simu-
lation and you will be undergoing the same learning process as that of a real pilot
The following is a list of HUD indicators that remain constant no matter the chosen mode.
,----- Flight Path Indicator
Pitch Lines
Airspeed
T he horizontal speed of the Ha rrie r through the air ( in knots) is shown on the left o f the H U D.
Re me mbe r that a zero value means you are eithe r at rest or hovering and a minus value means the
aircraft is moving backwards.
Angle of Attack
The angle of airflow across the wings. The double dots mark the point of maximum lift. The top and
lowe r e nds of the scale indicate zero lift.
Altitude Indicator
A digital read out of your altitude upto 5,000ft, this is a radar altimete r showing height above ground
level. Over 5,000ft above ground le vel, this indicates the barometric altitude above sea level.
Pitch Lines
Pitch lines a re a lways supe rimposed on the HUD to give you an indication of the position of your
Harrie r's nose relative to the horizon. They are extre mely useful if your aircraft nose is pitched so far up
or down that the horizon is invisible. Each major line represents 10° of pitch up or down. If your aircraft is
level, pitch is 0°. If your aircraft is climbing straight up or diving straight down, the pitch is 90°.
The pitch ladde r always 'points' to the horizon. Roll is shown by the relationship of the horizon, or pitch
line, to the cockpit. ff the horizon or pitch line is perfectly horizontal, your craft is level. lf the line angles
to the left or right, your craft has rolled to the left or right.
~ HARRIER JUMP JET
In addition, the Harrier HUD pitch lines indicate degree of climb, or dive, by 'pulling' towards the
horizon.
Flight Path
Indicator
Engine Thrust %
Flaps Angle
jet Nozzle
Temperature
Side Slip
Indicator
This H UD is used for all lake-offs and landings. ll includes all the general HU D details (sec above) and,
in addition, there are the following indicators:
R value
E ngine thrust ( RPM) value as a percentage.
Jvalue
Jct Pipe Temperature. The temperature of the jet nozzles. Engine damage may result from overheating
so keep an eye on th is indicator (re peated on the cockpit). Remember to reduce thrust to a workable rate
(80-85%), using the Minus Key-, to prevent overheating.
N value
Shows the Nozzle Angle of the four jet nozzles on your Harrier. All four nozzles tum at the same rate.
Pressing keys Shift/Close Square Brackets ] will po int the nozzles to the rear for wing borne night.
Tapping Key [ is the nozzle key for short take-offs. This is used to rotate the nozzles to tJ1e pre-set take-
off angle (55°).
For finer control of nozzles hold down the Open Square Brackets [ Key (0° lo 98°) and Close Square
Brackets ] Key (98° to 0°). By using these keys you are able to set any required angle for your nozzle jets.
1
· • H A R R I ER JU M P JET
NAVHUD
INS Direction
Indicator
Waypolnc/Target
N umber
Mach Number
"g" Pulled by
Aircraft
M value
An Airspeed Indicator shown as a Mach number.
gvalue
The amount of g ' pulled' by the aircraft. When the Harrier is 'parked' this will be a value of I (the nonnaJ
pull of gravity). However, in tight turns the amount of g experienced by the pilot and plane will increase
(plus value) /decrease (minus value) dramatically and be shown on this H UD display.
A
S EC T I ON
Cannons
ADEN 2SIWI""
CANNON
Cannon Sight
Number of
---- Rounds
By selecting one of the above weapons you will have this HUD mode superimposed on your Harrier
screen.
Aiming
Aim at your target through the centre of the circle sight. If your target is stationary then try and get it in
your sights from a good working distance. Slow down the Harrier (use Airbrakes Key B) and 'walk' the
cannon shells towards it. If your target is moving, you must estimate its movement and fire where you
think it will be by the time the shells have travelled the necessary distance through the air.
Fire with your selector (Space Bar or Joystick fire button). The number of cannon shells you have on
board is limited and will reduce on a digital display as you fire.
SI CT ION
CRV-7 (Canadian
Rockec Vehicle-7)
Rocket Sight
AIM-9S Sidewinder
Circle Sight in
'Caged' Mode
AGM-1148 AGM-6SE
Hellfire Maverick
X-Shape
Laser
Designator
Seeker Head
Tactical
Compass
Display
Targeting
There are three possible air-to-ground laser-guided missile aiming modes (Key M cycle through).
Narrow: an X shape moves left /right the length of the HUD pitch lines.
Wide: an X shape left/right the length of the complete H UD screen.
Figure-of Eight: an X shape moves in across the HUD in an angular figure-of-eight.
SECTION
ALARM AGM-122
Sidearm
Aiming Box
Laser-Guided Bombs
GBU-U Paveway D
Mk 13 Paveway LGB
GBU-16 Paveway D
Narrow
W ide
figure
of Eight
SECTION
Rockeye D CBU-87B
Mk1500 lb GP
BL755 (and retarded)
HE bomb
Mk 13 lOOOlb GP
HADES (and retarded)
HE bomb
CMD-18 Mk 825001b GP
HE bomb
SNAKEYIE
Mk 82 Snakeye
DAACM retarded 5001b GP
bomb
Mk 83 lOOOlb GP
CBU-55/B
HE bomb
SECTION
Continuously
omputed Impact
Point
Auto Bombing
Horizontal
Marker
S E CTION
A iming
Fly at an appropriate height from 500 to 2000 ft so that the square symbol in Lhe the HUD passes through
Lhe centre of the target, then take the picture with your selector. You will receive a message across the top
of your screen to tell you if a photograph has been taken successfully.
S EC TI O N
This HUD pattern will appear when you have exhausted a particular weapons pylon. Press the Return
Key to select other weapons on the Harrier. The HUD will change automatically to suit the selected
ordnance.
Anti-Runwuy Weupons
CMD l!l 2CXXllb anti-runway weapon RAF Okm frcefa ll none 300m+ level bombing
SUU-65B + DAACM USMC' Okm free fall none 3(Xl m+ level homhing
Key to Harrier Weapons Summary
Weapon: the name of the weapon system.
Max Range: The maximum range at which the weapon cao be fired or launched against a target. Note
that this is not necessarily the same as the effective range for a weapon, which is often much shorter.
A 0 km range means the weapon is a free-fall or retarded bomb which must be released over the target.
Max Speed: The speed of the weapon as it reaches the target. In the case of the cannons the number given
here is the muzzle velocity.
Glides means that the weapon ' flies ' without power to the target, therefore your speed when the weapon
is released is the weapon's speed.
Free fall weapons are traditional bombs that arc down towards the ground (and hopefully the target) once
released. They have the same initial forward speed as your aircraft, so if they are dropped when you are
low there is a danger that they wilJ explode directly beneath your aircraft and cause considerable damage
to you as well as the target!
Retarded means that the weapon is a retarded bomb. These are the same bomb as the freefall type of the
same weight, but fitted with a special tail that slows the bomb down in flight. The tail either pops open in
a flat-faced cruciform shape, releases a small parachute, or inflates a balJute (Russian for 'balloon') to
slow the bomb and stabilise its fall.
Guidance System: If the weapon has a special on-board guidance system it is mentioned here. The
guidance system also has an effect on how and when the weapon may be released against a target - a
guided weapon bas to 'see' its target!
Attack Altitude: This is the recommended altitude for a typical attack with the weapon. A notation of ·75
m+' means that any height above 75 m is acceptable. You can, of course, use weapons at below the
recommended altitude, but don't be surprised if they fail to work properly: bombs, for example, need to
fall for a certain distance before they arm themselves.
Attack Techniques: This is a reference to the appropriate attack method. Where alternative techniques
are given, you will need to make a tactical choice as to which you prefer and which is safer. Toss bombing
means climbing while dropping the weapon, and gaining height in a combat zone may well expose you to
a greater volume of enemy fire.
SEC TION
Laser-guided Bombs
Mkl3 Paveway LGB F A c c B+ A- A A+ A A A A A+ B+ A A+ A+
GBU- 12 Pavewny ll 5001b LGB F A- D C- B B B+ B+ B+ B+ B+ B+ B+ c B+ B+ A-
GBU- 16 Pavcway II IOOOlb LGB F A c c B+ A· A A+ A A A A A+ B+ A A+ A+
Fuel-Air Munitions
CBU-55B FAE bomb F D F c D D F B+ B+ B+ B+ c A+ B B B+ B+
Anti-Runway Weapons
CMDIS 20:Xl!b anti-runway weapon F F A+ F F D c F D F F F F F F F F
SUU-658 + DAACM F D A c B F F B F B c C- c F D D D
SECTION
3 HUD
Mode
Indicators
_ __ Nozzle
Angle
Autopilot
Auto
Indicator
Defence
On/Off
Flaps
Damage
Systems
Barometric
Air/Wheel Chaff ECM
Altitude Fuel In
Brakes
Indicators Kgs
Indicator MFD MFD
Flare
SECT I O N
Airspeed
A digital read-out of speed through the air in knots.
Altitude
A digital read-out of barometric (above sea level) altitude. Be aware that this will vary from H U D
altitude information.
Fuel
The amount of fuel remaining is shown in kgs.
SEC T ION
JPT
Jet Pipe Temperature. The temperature of the jet nozzles. Engine damage may result from overheating
the e ngine. Keep an eye on thjs rual (re peated on the HUD). R emembe r to reduce thrust to a workable
raLe (80-85%) to prevent overheating.
Chaff (Key C)
Chaff re ma®ng indicator. Each time you re lease a chaff cartridge against radar guided missiles, the
indjcator will reduce by l. There are a maxin1um of20 cartridges carried o n the H a rrier.
SECTION
Cockpit Views
F6
SECTION
Tactical Views
F7 T actical Camera Vjew
You a re positioned be hind the Harrie r looking past it at the target being tracked on
the aircraft's HUD. This view rotates and pans to keep the Harrier and its target in
vie w.
Shirt F7 Inve rse Tactical Camera View
You are positioned be hind the H arrier's target looking past it at the Harrie r which
may only be a dot in the distance. The target may be a nothe r pla ne or a ground
ta rget. This view rota tes a nd pans to keep the rfarrie r and its ta rget in view.
F8 ' Frce-nying' Camera Vie w
Select ' Free-nying Camera (see below)
~ H A R R IER JU M P JE T '·
HARR I E R JU M P J ET -~
Day End Intelligence /Report Screens
A summary of your particular mi ion/day will be shown in Lhe D ebriefing Room including night path.
any use of ordnance and targets hit or destroyed.
If you arc engaged in a campaign you wiU receive intelligence of the effect your mission(s) have had on
the general war campaign.
Appropriate rewards will be awarded to you depending on the air force you have cho en to fl y with.
Campaign End
Your campaign will end when, either you have helped to defeat the enemy, or your forces have been
completely overrun by the enemy.
SECTION
... _... •
PAGE
' _...
SECTION
~-,~ H A R R I ER JU M P JE T
HARRIER WEAPONS AND SUPPLIES ~
Cannons
GAU-12/U Equalizer
The General Electric 'Equalizer' has a five-barrel Gatling type cannon
with a pneumatic drive system in an under fuselage pod.
Firing rate 4,200 rounds per minute with a capacity of300 rounds.
W eight: 559 kg
Drag Factor: 0.14
ADEN 251111"1
Aden 25 mm
CANNON
Developed by Royal Ordnance the 25mm Aden has a slow rate of fire
but can be fitted in two places under the fuselage. It is pneumatically
cocked, gas operated, revolver cannon with a rate of fire of 1750 rounds
per minute. The Aden has a low recoil factor and reaches maximum
rate of fire very quickly.
Weight: 430 kg
Drag Factor: 0.12
SE C TI O N
AIM-9S Sidewinde r
The AIM-9S is the best dogfighting missile curre ntly available. It has
the capability to hang on to twisting, turning targe ts. Combat pilots like
to use it when catching e nemy fighters from the rear. from a bove or
no eon. The Sidewinder's main weakness is its hort range.
AGM-122A Sidearm
Most effective against:
R adar equipment fixed/mobile.
Impact Velocity: Mach 3 (990 mis)
Drag Factor: O.Ql
A low-cost, lightweight anti-radar missile with a broad band passive
radar seeker. Weighing 91 kg it has a max firing range of 5 mjles and is
effective against SAM and gun control radar.
A
PAGE
109
Sl!CT I O N
~'~;~ H A R R I ER JU M P JE T
Impact Velocity: M l.17 (870 mph/386 m/sec)
Drag Factor: 0.02
Guidance System: Semi-active laser/MMW Radar
An anti-armour weapon system. The 114A model requires the target to
be illuminated by a laser source; however, it need not be the launching
aircraft. The 114B model has a millimetre wave radar seeker and is a
true fire-and-forget weapon system.
AGM-65 Maverick E
Most effective against:
Fixed HQs and fortifications
Factories, Power plants
Road/Rail Bridges
Radar equipment fixed/mobile
Armoured Vehjcles
Le ngth: 8ft 2ins
Weight: 293 kg
R ange: L/2 to 13 miles
Warhead: 125 lb shaped charge
Seeker: Laser
Attack Altitude: 500 ft +
Impact Velocity: M 1.5
Drag Factor: 0.05
Attack Technique: Air-to-ground 'fire-and-forget'
E ssentially a weapon fo r destroying ground targets, the Maverick is
unsurpassed in its ' fire-and-forget' capabilities. Once your tracking
camera is on the right target and you get the 'lock-on' signal. fire at
once! You will then be free to seek other ground targets.
HARRIER JUMP JET ~
Rockets
Lasel"-Guided Bombs
H A R R I ER JU M P JE T --.~
GBU-16 Pave way 0 lOOOlb Laser Guided Bomb
US Marine Corp laser guided glide bombs work at an effective range of
2 km per 1000 metres of altitude. Attack technique is by toss (500 ft and
climb) or level bombing (2000 ft and turn away).
Paveway II was developed in the 1970s u ing advanced electronics and
an aerofoil which helped sensitivity and manoeuvrability. The system
does not require modification to the deLivery aircraft. It is dropped in
the same manner as conventional bombs.
Delivery Altitude: 500 ft +
Drag Factor: 0.05
Retarded Bombs
Retarded bombs are standard free-fall bombs but with a retarding tail
fin fitted.
Most effective in low-level non-penetrating attacks against:
Non-military buildings
Stockpiles
Airfield Tower/Control/Radar
Aircraft on Ground
Fixed H Qs and fortifications
'Soft targets·- trucks etc.
Free-Fall Bombs
Cluster Bombs
A cluster bomb is a weapon that can yield a high ' kill' probability
against a wide range of small hard and soft battlefield targets while
reducing attacking aircraft losses with a very low level attack profile.
They are most effective using an area blast against:
Aircraft on Ground
Non-military buildings
Stockpiles
Large missile launchers
Radar equipment fixed/mobile
BL755
This British-made cluster bomb is made up of 147 shaped-charge
bomblets with a fragmenting warhead casing. Works with a shot-gun
type scatter for hig h effectiveness making it immune to ECM and
devastating over a large area.
Delivery Altitude: 250 ft to 3500 ft
Weight: 277 kg
Length: 2.45 m
Diameter: 419mm
Filling: 147 bomblets (each with HE shaped charge)
Drag Factor: 0.05
SECTION
Anti-Runway Weapons
CMD 18 20001b Anti-Runway Weapon
CMO
Cratering Munitions Dispenser.
A British design based on the JP233 cratering bomblet dispenser, it
contains 18 SG 357 cratering bomblets (each with two warheads) for
2000 LB BOMB
use against runways. On impact. the first warhead detonates and allows
the second warhead to penetrate below the runway surface. When the
second warhead explodes it produces a large rubble strewn crater.
Delivery Altitude: 200 ft to 3500 ft
Weight: 900 kg
L ength: 4.29m
Width: 656mm
D epth: 640mm
Filling: 18 SG 357 sub-munitions
Drag Factor: 0.12
SE C T I O N
Fuel-Air Munitions
Other Supplies
Reconnaissance
Recon Pod
Contains cameras and infra-red equipment.
Photo Altitude: 500 ft to 2000 ft
W eight: 404 kg
Targets: Any
Drag Factor: 0.05
The pod containd a 135 mm high resolution camera for use in visible
light and a second camera for infra-red thermal photography. Both
photographs are taken simuJtaneously under pilot control and the pilot
can view through either.
~N l'AL~-i~4
ECM
AN/ALQ-164 ECM Pod
Electronic Counter Measures Pod
Weight: 243 kg
Drag Factor: 0.04
SECTION
_______
MISSION TYPES ~
..,......
Air-to-Ground Missions
A Harrier ground attack mission has 8 waypoints shown on your HUD information:
'°' WAYPOINT 3
®' WAYPOINTS
ondary Target
)JC;/ Primary Target
FRONT UNE ®
WAYPOINTl
WAYPOINT6
®;~=~~: . .:--.. . . .
Mission Egress (tum towards base)
...ii..
®
(into enemy
Mission
WA YPOINT O
territory)
Ingress
;.;-~ H A R R I ER JU M P JE T
Iron Hand AAA & SAM
Suppression
Interdiction
Overfly Waypoint I.
Intercept and destroy fli ght of enemy
aircra ft taking off fro m enemy airbase
(Waypoint 2).
Return to base via Waypoint 3 and
Waypoi nt 4
CAP/BARCAP Missions
Reconnaissance Missions
~-
SECTION
Zengcheng e
e..i1angcun • Xiangshui
Boluo •
Shilong
Guangzhou/Baiyun
x
x Guangz
.
•
Dongguani
Huizhoue
'
e shunde
•
Zhangmutou
•
Aongqi
•
Sha11ng
······•••
Shenzhen :······
Shiqizhen ······•..........·
:••.•:·• •••• e San Tin
••
22·
30'N
. e ShekWu Hui
:Y~ long a
LuenW0Hu1
e Ta1Po
• •
Tsuen Wan
• Sha Tin
x Kai Tak
Kowloon•
e Victoria
...
eMacau ~
....... HONG KONG
··.............................................
113°30'E 114"E
SECT I O N
April 1996
Preparations for handing over H ong K ong to the People's Republic of China are marked by rioting. civil
unrest and mounting hysteria. T he rise of a hard-line government faction in Beijing has seen increasing
civil rights violations which culminate in the Great Cultural Cleansing of 1995. Promises about special
treatment for H ong K ong arc withdrawn, negotiations cease and international relations deteriorate.
Great Britain breaks o ff diplomatic relations with China. China responds by massing troops on the
borders of the New Territories.
U N resolutions result in an allied force being sent to forestall any attack while a peaceful solution is being
worked out. For weeks the two sides face each other across the border. Tension remains high. Then the
shooting war begins.
SECTION
ARGENTINE TROOPS
REINFORCE 'FORTRESS
MALVINAS'
Determined lo wipe ou t the
memory of their defeat in 1982,
the new Argentine governmen t
has turned the islands into a
fortress using defence works
installed by th e British after
the last conflict. All UN reso-
lutions issued ordering
Argentina to hand back tbe
Falklands have been ignored. It
has now been revea led that the
is lands were re-taken by
Argentine commandos who
landed secretly, knocked out
radar and commu ni cations
installations in the Mount
Pleasant control centre and Atlantic has now succeeded in
paved the way for the landing creating an exclusion zone
of a powerful invasion force. around the islands effectively
denying reinforcements to the
The Air Campaign enemy and the air campaign
The Allied Task Force that was has begun in earnest 111
despatched t o the South advance of allied landings.
SECTION
e rneeur HAL
. While Aoak ~ Limpet
Creek
MARVILLE
BAY
s.iv8dor..
IAY
I
FOUL •
e cape House Salvador • Seal y
•
Mount Aol9lle BAY
• JERSEY
POINT RACE
P OINT
.. Hor9eshoe Bay
• Rincon Grande
House
CawBey
51 '
q,> House
30'$ Q 8AN • "'<.-."'~.,
at
.:
POKI! CAllLOS \ Teal Inlet
POINT : IAY \
Mounl
R
~
GRANTHAM
SOUND
Bluff Cove •
Mount Challenger
e x..._,
•"
.,.., 8elacletO
QLP
HAllllOUR
• Swan Inlet Mount
Fitzroy •
• "'°""~SANT
BEACH
POINT
House Pleasant l't.IASANT
Bluff Creel< • POINT
Track
Drone •
House
FOX
POINT
IOAT
POINT
CoolcJes
~
•
Wreck Gate
52' S
LIVELY
STRAWBERRY ISLAND
HILL LIVELY
fforth Arm LOW BAY SOUND
. Hom ..
• Blellker
BLEAKER
ISLAND
BULL
POINT
SECTION
October 1997
A night attack by Argentine commandos knocks out radar and communications installations in the
Mount Pleasant control centre followed by the landing of a powerful invasion force a few hours late r.
D etermined to wipe out the memory of their defeat in 1982, the new Argentine government soon turns
the islands into a fortress using defence works installed by the British after the previous conflict. UN reso-
lutions are issued ordering Argentina to hand back the Falklands but these are ignored. It's not long
before a strong allied force is despatched to the South Atlantic. An exclusion zone is set up around the
islands effectively denying reinforce ments to the enemy and an air campaign begins in advance of allied
la ndings.
SECTION
e Luoftjok
e rana e Skanetv
• Soledalen e Mortensnes
e Strimmelen ••
Vadso
7o · N~~~~~~~~~~~-1---~G_a_n_dv_ik~~~~~~+--~~~~~~~~~_,._~~~~
•••• Bugoynes •
...
.....
...... •
..
... NORWAY
Vagge
• ~s
Nord-Leirvag ..
.
. Kirkenes X
•Klrkenes
······.......····· ... ·. •
e Hesseng
. Munkelv • ••
.. • ·.. ·.
Bjomevalrf·. ••••••
Varpunleml
.. Langfjorddalen • , .
:~>
69°
.. ..··
..
30'N
... .·..
.
... ... ......,.·" • Nikel
FINLAND Petsjenga
. x
' ·· ·~ H A R R I ER JU M P JE T
Alt/E Eject
Alli J Jettison all air-to-ground weapons/ ·clean up'
All/F Dump Fuel
Key 0 (Zero) Auto-Hover (simple flight model only)
Key < Rudder left
Key> Rudder right
Displays
TAB Key HUD Mode select (cycle through YSTOL, NA V and A/G)
KeyH HUD on/off toggle
KeyZ Left MFD screen cycle up
Shift/Z Cycle left MFD down
KeyX Right MFD screen cycle up
Shift/X Cycle right MFD down
Keyboard 6 or Key S Alter MFD tactical compass scale (lx-16x cycle through)
Shift 6 or Shift S Opposite eUect
Keyboard 7 Moving map MFD waypoints on/off
Keyboard 9 Mission briefing reminder (on right MFD)
Keyboard 8 Toggles tactical compass course bar oo/off
Weapon Controls
Backspace T arget Acquire
Shift/Backspace Designates Waypoint as a target
All/L Break lock
KeyM Attack/Scan mode select toggle/cycle (context sensitive to current weapon
type selected)
Space Bar FIRE!/Release (salvo of) selected weapon(s)
Return Weapon Type Select (cycle through weapons available)
Keyboard l Set 1 (appropriate) selected weapon in salvo
Keyboard 2 Set 2 (appropriate) selected weapons in salvo
Keyboard 3 Set 4 (appropriate) selected weapons in salvo
or release nil of weapon available, if fewer rhan 4 on board
Keyboard 4 Set all (appropriate) selected weapons on aircraft in salvo
KcyN NVG/FLIR on/off
SE C T IO N
Cockpit Views
Function Keys
Fl Left back (over the shoulder) in-cockpit view
F2 Left side in-cockpit view
F3 Forward in-cockpit view
F4 Right side in-cockpit view
F5 Right back (over the shoulde r) in-cockpit view
F6 Up (head back) in-cockpit view
Tactical Views
Fl Tactical Camera View
You are positioned behind the Harrier looking pa t il al the target being
Lracked on the aircraft's HUD. This view rotates and pans to keep the
Harrier and its target in view.
Shift/ F7 Inverse Tactical Camera View
You are positioned behind Lhe Harrier's target looking past il al the
Harrier. The target may be another plane or a ground target. Thjs view
rotates and pans to keep the Harrier and ils target in view.
F8 'Free-flying' Camera View
Select ' Free-flying Camera (sec below)
SE C TION
Game Controls
Escape Key Menu Bar and Game Pause on/off
All/A Accelerated Time mode on/off
Alt/B Boss mode (Hide game on/off)
All/G Ground Shading on/off
Alt/H H UD colour cycle
L Last H UD message repeat
All/Q Quit to DOS
All/S Sound on/off
All/R Re-supply Weapons and Fuel (Training Missions Only)
Alt/f Convert to Training Mission
Game Menus
A number of Game Menus can be accessed by pressing the Escape Key. The simulation will pause and a
menu bar appear at the top of the screen. Use your controller cursor arrow to open each menu.
Configuration Menu
Ground Shading o n/off
Flight Control Method This brings up a sub-menu, which lists the available control
methods for the Harrier.
Joystick
Keyboard
Recalibrate joystick
Change H U D Colour This brings up a sub-me nu, which lists the available colours for the H U D.
Gameplay Menu
Change to Training Mission On Instant Flight this allows the player's Harrier lo be refuelled a nd
rearmed.
On Single Missions the player's score is no t taken into account.
On Single, Day and Mission Campaigns it is as tho ugh the mission had not
take n place.
Weapon Re-supply Re-supply the Harrier with a full o riginal complement of weapons and fuel
and automatically converts the missio n to a training mission.
SECTIO N
Lighting Conditions This option applies to Training Missions and Instant Flight only.
The player can select the time of day:
Day
Night
Twilight
The following all appear as sub-menus, allowing the player to tailor the game play 'on the wing'.
Air-to-Ground Missiles
..,____________
,,. - - - - - . launch 200' to 500'
releasing them. These 1~ ~___ _ Lock-on Tracking altitude
missiles are e xtre me ly _.-· - ~ ----~ --- ----
effecti ve in destroying :- Missile flies
_,,..· to target
gro und -based targets so
it's wise to wait for your
best possible shot. After Target Ground Level
launch, the missile assumes
your co urse a nd s p eed
then drops for about 300 feet before its motor full y ignites and accelerates the missile. The missile's
maximum range depends on the am ount of fuel it has and its initial launch speed; the faster you are flying,
the greater the missile's range.
As a general rule do not launch a missile below 500 feet or in a power dive because it may bit the ground
before you can fly away.
/
-- >~ ------~------- ~- Level Bombing
You may also ' level bomb' with
!/ _ /
' ,•'
Laser
lock-on
Tracking
LG Bs. Generally, you will need
Retarded Bombs
These are unguided bombs fitted with special fins that slow them down very quickly. This allows the
bomb to fall behind your aircraft making lower altitude drops safer.
Level Bombing
The standard technique for retarded bombing is to fly straight over the target at low altitude and then
release the bomb on the cue Crom your HUD. If you maintain speed in your bombing run. you can safely
release the ordnance from just above 500 feet. and safely avoid the 3000 feet burst area.
Retarded bombs arc less accurate than free-fall or laser-guided bombs and will probably miss the target
from high altitude. It's also extremely difficult to hit precise targets with them although cluster bomb units
(BL755 and R ockeye) give good area coverage to compensate for drop inaccuracies.
SEC TION
\
I
\
I I
I \
T his is a mo re accurate I I
technique for dropping I I
I I
free-fall bombs but requires I \
I \
considerable practice and I \
\
skill. I
H A R R I ER 0
JU M P JE T ~
Strafing Ground Targets Reconnaissance
If you a re on a reconnaissance
mission you should have a camera
pod loaded on your Harrier. You
can elect the Recon pod like any
ot he r o rdnance and your HUD
informatio n will cha nge to the
Tum ~ ~ ~ -- --- - - ~
away
I -- ~-- •• ••
' - - - - - - • • • • • • • •• • •• ····.Dip nose Approach at 350' • 1500'
appropriate type.
To take photographs fly the plane
•• • • • ..... • • • •••• • • • • to strafe 500' commonly used so that the target passes through
the cen tre of th e targe t box .
Wh e n this happe ns hit the Fire
Ordnance selector. You will sec a
Target Ground level
message to confirm if you have
ta ke n a photograph successfully.
Camera runs arc similar to strafing runs but in this case you can fl y level because the camera is slanted
slightly down. Re me mbe r tha t flying with air brakes exte nded slows your speed making it much easier to
line up shots.
Ail"-to-Air Combat
The Harrier has the ability to cha nge the position of its thrust nozzles to give it greate r agility in air-to-air
combat. Vectoring In Forward Flight (VIFFing) allows the aircraft to perform unique aerial manoeuvres.
By using VIFF the Harrier can decelerate very quickly forcing e ne my ai rcraft to fl y in front of it; usefuJ if
you a rc trying to out-tum someone on your tail.
The Harrier is also a supreme dogfighting aircraft by virtue of its agility, high thrust-to-weight ratio, small
mass, non-smoke e ngine, cannon, Sidewinder capability and high a ngle-of-attack night control system. It
also has excelle nt self-de fe nce capability with its radar warning syste m; chaff/flare dispensers a nd
jamming systems.
Surprise!
ln air-to-air combat, surprise is one of your most important weapons. The best me thod to ambush an
e ne my plane is lo creep up be hind it. Fighte r pilots, in general, prefer to attack from above to get a n
'ene rgy adva ntage' in a ny dogfight. lf you a re ' bounced ' by the e ne my, you must look for incoming
missiles and take the appropriate defensive action. The basic rule is that missiles travel faster than planes
and must be counte red first. Only afte r that can you think about an escape or a dogfight.
•
SE C TION
~
Remember that if you can get
off a second missile then so can
your opponent; especially if he
carries IR missiles (expect
them on MiG-29s and Su-27s).
Radar-Homing AAMs
Most radar-guided weapons
are semi-active homers: the
launching aircraft must
continue to ' paint' you with its
radar and the missile homes
on the ' paint'. Avoid radar-
homing AAMs in the sa me
manner as SAMs (see below)
Infra Red (IR)
HomingAAMs
All IR homing AAMs are
'fire-and-forget' weapons. To
counter them, use the same
tactics as against IR SAMs
~·
(see below). Many IR homers I
1
M;G~
are usually fired at short range
du r ing a dogfight which
means you'll have to be fast
with the TR defences as soon
A Harrier executes an ·early turn' against a MiG fighter.
as you get a launch warning, Note that by position no.4 the Harrier is already closing on the MiG's tall.
then dodge away from the
missile's 45° field-of-view. H A difficult tactic to master in head-to-head duelling b111 useful especially when
you delay too long drop a flare dealing with a less experienced pilot. Novice pilots tend to close in hoping for a
and dodge, then pray! cannon shot anticipating a tum only after passing you. Wirh a good early turn you
can easily gel on the enemy's tail.
SECTIO N
"""'"-'t /
M aintainin g hi gh er speed o r altitu de is
va luable in a d ogfigh t. An aircraft that is
4
slo wer and lower can only hope to dodge
opening scissors /
I attacks; but an aircraft that is faster or higher
~ has the opportunity to attack or retreat. Being
--·-.........'4-/~f'/
2 /
faster or higher than the enemy is termed the
·energy advantage'.
'
'".. ""-""m Escape Manoeuvres
The H arrier has its own special methods of
shaking off a pursuing plane (see below) but
,l MoG behind Hamer in classic dogfighting terms there are five
Scissors ~ 1 bu1 fllOl/lng laster basic manoeuvres to remove an enemy plane
from your tail.
T urning Inside
The easiest solution is to turn towards him (in the enemy plane's direction). In the event of you turning
faster than him, you'll eventually circle around and get on his tail. It 's quite common to see rookie pilots
engaged in a ' turn match', circling around each other. H owever, if the enemy is turning faster than you,
he'll get behind you again . I f you don't want to get toasted you must try something else immediately!
Scissors
This is more complex but begins in the same way as Turning Inside. Begin to turn towards your opponent
but, when he begins to turn with you. roll over to turn in the opposite direction. The scissors are
now open!
~
A GE
SECTION
.~;,_... H A R R I ER JU M P JE T
When the enemy realizes you've turned away he should turn back towards you. You then simply roU back
towards him again closing the scissors.
I f your turns were quicker and tighter than his and/or you are the slower plane, he wilJ eventually pass in
front of you. This lets you in on his tail.
Rookie pilots can often be lured into a scissors even if they have a plane that turns faster. Experienced
enemy pilots may avoid this tactic by anticipating your next tum and blasting you (if they're slower) or by
pulling up and over in a Yo-Yo (if they're faster).
Immelmann Turn
This is use ful if yo u want to reverse
direction quickly. Ca rry out a half loop
upwards to reverse direction, then a half roll
- ---~- v--~
Half roll
----,, '\
\
\
to right your aircraft. I f an enemy is on your I
tail, an lmmelmann will bring you nose-to- Half loop 1
I
nose with him. Be carefu l when executing lmmelmann Turn
I
an I mmelmann; it will give you an altitude I
I
gain but at the expense of speed. I
/
/
--------- ~ __________ ,,
Split-S Turn
Almost the opposite to the lmmelmann,
yo u begin thi manoeuvre by ro lling
inverted, then pull the stick back to half-
loop downward. Many pilots choose to roll
Half roll ' \
\
\
the plane while looping. The Split-S causes I
you to lose altitude so it's o ften wise to Split-S Turn Half loop 1
reduce throttle and use air brakes to mini- r
I
malize altitude loss. B e careful using the I
Split-S into, or away from, the enemy and Reduce throttle on lower half I
to minimize altitude loss ,, /
always keep an eye on the altitude because
it 's very easy to Splil-S straight into the - -------- ~ ___ ______ ,, /
ground.
SECTION
/~
Yo-Yo Turn
A Y o-Y o is used
(by a MiG)
prim a ril y by higher
speed jets against slower
oppone nts. The Harrier
wh"'' h•::::'.::.,,;" ~3 \:
and roll toward th e
e nemy until he's visible
ocapo
out of th e top of your
I
canopy, the n pull over
To evade attack, at 2 the Harrier should have
half-rolled and turned in opposite direction 3
4 --.. . . . , , inlo a dive while he's
still turning. During the
dive you roll the plane to
he lp lin e up your shot
(which is o fte n take n while you are inverted}. Basically, a Yo-Yo makes a very big turn in three
dimensions. Often the best defence against a Yo-Yo is to reverse your tum and go into a Split-$.
·f
\
\
\
Thrust vectoring (rotating the thrust nozzles) can be used
I
to improve the aircraft's instantaneous tum performance.
HARR I E R J U M P J ET ·I~
Radar T racking
Radar-Guided SAMs (Surface-to-Air Missiles)
When sea rch radar find s so mething, it
'hand s off' th e pros pecti ve target to a
narrow-beam fire control radar . usually
MISSiie
running on a different frequency. This finds
follows and ·1ock -on· to your aircraft. When the
radar beam
"Beam Rider•
fire control operators arc sure their beam is
Radar-Guided tracking correctly they launch a missile.
Surface-to-Air Missile
Pulse Radar (SA-2 and SA-5)
Radar Control
Aflcr the missile is launched, the ground
Missile Radar station continues tracking the plane so the
L SAM Sile J mi ss il e's course can be upd ated and
corrected. Th er e are three methods to
control the missile's course:
Beam Rider- The SAM is guided along the
Missile homes
on radar radar beam toward you.
relleclions
Semi-Active
Semi-A ctive SA Ms- The missile has a radar
Radar-Guided receiver and computer in its nose. The
,' Surface-to-Air Missile
Pulse or Doppler (SA-4,-6.-8 and ·11) tracking radar ·paints' your aircraft with a
Radar (SA-N-4 and SA·N-7) radar signal and the missile nose receiver
catches the renections. T he missile homes-
in on these rencctions until it hits the plane.
M1ss1le Radar
{
(SA-10 and SA-12)
Doppler Radar (SA-N-6)
Missile Radar
L SAM S11e J
SE C TION
Chaff
Each chaff cartridge (you have a maximum of20 on
board on each mission) sends out small tin -foil
1 T
strips tha t reflect e ne my radar. For a minimum of
two seconds, the strips form a huge radar reflector,
blinding the missile a nd acting like a smoke screen.
To e mploy chaff you must wait until the radar-
guided missile is a few seconds away, the n fire a
cartridge (Key C) and turn away. The temporarily
blinded missile will fl y s tra ig ht into th e chaff
missing you. Beware when us ing cha ff because it I
I
may not deceive a D opple r-guided missile such as I
I
the SA-10 and SA-12 (see la ter). I
\
Manoeuvring ''
It's im portant to ma noeuvre out of the missile's
''
''
field of view because, after your d efence measure
expires, the missile will re-acquire you and continue
on a collision course!
Evading SAMs
Turning towards a Missile
Turning Away
Firs t ge n e ra tio n IR missil es ca n b e o utm a -
----- --- .............. noe uvre d by turning tightly to wa rds them. This
turns your ho t exha ust fro m the missile's vie w.
... ...
Second gene ratio n IR home rs a re more sensitive
' \
Flares arc small, fi ne ly tuned heat decoys. A flare
\
I lures an IR missile toward it a nd away fro m you
I
I b ut o nly during the two to three seconds it takes
I
I l o b urn . Afte r it ha s d ie d . the mi ssile wi ll
I
I continu e to see k . so th e c la s ic techn ique
I
I a d o pte d b y com ba t pilo ts is to wai t until the
I
missile is close then drop a fla re and turn away.
t. O utmanoeuvring a Missile
SAMs ca n o nly fin d the ir ta rge ts within the
acquis itio n a rc o f the ir seeke r . T he arc is 45°
ahead o f the miss il e. M ove o uts ide this a rc,
usua lly a l 90° to its flight pa th , and you evade
attack. You can a lso try turning inside a missile.
Here a Hanle< la evading 1 mlHll• ualng rrninoeuvrlng po- alone • tta llghll>r Its turning arc is greate r tha n yours causing it to
turning clrclo. A• lho H1rrlor luma, tM mlHll• lrloa to tum toward It, but cennol
lurn IH I enough. TM mlH ll• "talla behind" IM Hanle< and pa- harmleaaly to
zoo m past you. Also, try turning towa rd a missile
tho rear. a nd increase turn tightness as it comes closer.
The missile will n o t turn with you, b ut it will
.._ gradually fall behind and zoom past your tail.
PAGE
16
SECTION
-·~ H A RR I ER JU M P JE T
If a SAM approaches you from the front, make a quick 90° turn forcing the missile to face the side of your
aircraft. Now, roll 180° and turn toward the missile ready for a turning match.
Missiles with the Doppler-guidance systems are a special danger because they will not home-in on the
chaff unless your course is perpendicular to the missile. If the missile chases you from the rear or straight
ahead, chaff will have no effect. Three SAMs have Doppler guidance systems: SA-10, SA-12 and SA-N-6.
SECTION
H A RR I ER JU M P JE T ·· •
L Hughes angle rate bombing set (A RBS) 42. Auxiliary inlet doors 69. Composite sine-\\ ave spar web
2. Electronic warfare system antenna 43. Conditioned air 10 cockpi1 70. One-piece wingskins. upper skin
3. ARBScquipmcnt 44. Cold-air unit removable for access
4. GECScnsorsFLI R 45. Ram-air exhaust 71. Graphite-epoxy woven cloth
S. Electronic warrare system (EWS) 46. Cockpit air-systempack-heal exchanger 72. Graphite-epoxy undircct ional bond
transfonncr 47. Heat exchanger ram-air 73. Wing tank (2, 151kg)
6. FLI R processor 48. Bleed air to air-conditioning systems 74. Wing· tank end rib
7. EWS Transmitter 49. Aileron control run 75. EWS antenna
8. Upper IFF antenna 50. Forward fuel tank (480 kg) 76. EWSantenna
9. Yaw sensor vane SI. Oiltank n. RoU reaclioo-aintrol nozzle
10. Composi1e structure front fuselage 52. Centre fuel Lank (289 kg) 78. Fuel dump
11. Pitch reac11on-control nozzle 53. Aft fuel lank (480 kg) 79. Outrigger wheel shown
l2. Pitch trim ~l'\O 54. Rolls-Royce Pegasus Mk 105 11/21 in extended and
13. Pressure Bulkhead developing 21.500 lb max thrus1 reLraCted position
14. Angle of attack (AoA) transmitter SS. Dowty/Smith digital engine con1rol 80. Outrigger jack
(starboard side) system (DECS) 81. Aileron servo
IS. Cold ram-air to cockpit 56. LL.leas MkIV generator and drive unit
16. GEC Avionics video map generating S7. Lucas gas-turbine staner auxiliary
system power unit (APU)
17. ·o·
Pitch feel jack 58. Fuel transfer lines
18. Pitch spring-feel unit 59. Engine-bay venting air
19. Pilot/static equipment (j(), Hydraulics replenishment point
20. Pitot head 61. litanium zero-scarf nozzle
2L Air data computer 62. Wing with modified supcrcri1ical
22. Ferranti Fl 1075 inenial navigation set aerofoil section
23. Forward relay panel 63. Wing· ting hardpoinlS
24. Rudder pedal shaker 64. Fron1 wing auachment poinl
25. Essential CB panel (underneath)
26. Rudder pedals 65. Centre wing-attachment point
27. Rudder and elevator quadrant group 66. Rear wing-attachment poin.. t.~~~~;t1ffi~~if~
28. Svcdlow Industries windscreen and 67. Aluminium A
A
SECTIO N
THE HARRIERS ~
-------~
The GR Mk.7
An upgrade of the GR Mk.5 incorporating Forward Looking Infra Red (FU R) equipment and cockpit
modifications for Night Vision Goggle compatibility. The GR Mk.7 can Oy and deliver ordnance accu-
rately at night, in bad weather conditions and at low-level.
Specification
TYPE
Single-seat STOYL (short take-off vertical landing) tactical ground-attack fighter
POWERP LANT
One Rolls-Royce Pegasus J 1-21 (Mk 105) vectored thrust turbofan rated at 21,7501b static thrust (st)
DIMENSIONS
Wingspan: 30ft 4in (9.25m)
Overall length: 46ft 4in (14.2m)
Height: llft 8in (3.55m)
Wing area (inc LERX): 239sq ft (22.2sq m)
Wheel track: 17ft (5.18m)
Wheelbase: llft 4in (3.45m) (nosewheel to mainwheels)
WEIGHTS
Empty weight: 14,3001b (6,485kg)
Max conventional take-off (CTO) weight: 31,000lb (14,060kg)
Max vertical take-off (VTO) weight: 18,950lb (8,595kg)
Max fuel/weapon load (CTO): 17,000lb (7,710kg)
Max fuel/weapon load (YTO): 6,750lb (3,062kg)
Air-to-Ground
Weapon Release
Press To
Transmit
Emergency
Flap Retract
Gun
Air-to-Air
Weapons
Select
Nosewheel
Steering
f-/a11ds-On-Throule-And-S1ick (/-/OTAS) allows the pi/0110 co111rol all combat functions wi1ho111 removing
his hands from the stick. A
SECTION
H A R R I ER JU M P JE T .1
...
The re a rc fewer dials in the new cockpit and are confined to conventio nal a nalogue flight instrume nts
s uc h as a ltim e t e r, a irs p eed indi ca t o r (AS I ) , a ng le-of-a tt ack ( AOA ), co mpass with
course/heading/distance e tc, a nd clock. They are situated centrally immediate ly be hind the HOTAS
(hands-on-thro ttle-and- tick) type control grip.
HOT A S a llo ws the pilo t to control virtually all the functio ns required in a combat situatio n witho ut
re moving his hand fro m the stick such as weapo ns. manoeuvre flaps, ARBS and Sidewinder selectio n.
The consoles o n e ither side of the pilo t contain (to the left) thro ttle a nd jc t nozzle actua to r lever: fuel.
exte rnal lighting (navigatio n, la nding, anti-co llis ion) and oxygen switc hes; the S AAHS (Sta bility
Augme nta tio n a nd Altitude Hold System) pane l. To the right a rc the co mmunicatio ns, cockpit e nvi-
ro nme nt a nd power supply switches.
The SAA i-iS provides a uto matic stabilisation throughout the aircraft's night e nve lope and also acts as an
a uto pilo t during take-off, landing and trans ition. with automa tic a ltitude, a ltitude and heading hold
essential during the low-speed manoeuvres crucial to the operation of STOYL aircraft.
A Ma rtin-Ba ke r Type 12 ejectio n seat is filled to the GR7. It is known as a "zero-zero" system which
means tha t a pilot can " punch o ut" from an aircraft standing on the ground - zero speed and zero altitude.
Life-suppo rt equipme nt carried in the GR7 cockpit includes full NBC warfare pro tectio n for the pilo t and
a n o n-board oxygen gene ratio n system with an oxygen/air mixture control.
Avionics
A n ECM- resis ta nt
G EC Avionics AD3500
UNHF tra n ceive r is
fi lle d to the G R7 fo r
communications plus a
Cosso r I FF 4760
transponder. The Litton
AN/ASN-130 INS and
G EC Avionics DCM U
act togethe r as a
te rrain-refe re nce navi-
gatio n system.
IN SllS
. ;. H A R R I ER JU M P JET
The transparent nose cone of the GR? accommodates the Hughes ASB-19(V)-2 Angle R ate Bombing
System (ARBS) which has two basic modes. As a laser spot tracker it enables the pilot to visually acquire
his target while it is being illuminate d by a ground-based laser source or a designator-eq uipped aircraft.
This mode does not need to be used in daylight attacks when contrast lock (the target's natural contrast
characteristics) can be employed. In its TV mode, the ARBS projects target angle rate data (slant angle
and range to the target) onto the HUD and the pilot follows the steering instructions to ensure an
accurate weapons delivery in a single pass.
Electronic Countermeasures
The Tracor AN/ALE-40 chaff/flare dispensers located beneath the wings in the undercarriage outrigger
fairings are activated by the Marconi 'Zeus' ECM system from twin antennae beneath the nose housing
forward he mis phere receivers. It is likely that a Philips chaff/flare dispenser mounted inside the
Sidewinder pylon will eventuaJly be titted to augment the existing equipment.
'Zeus' consists of an advanced radar-warning receiver (RWR) combined with an automatic Northrop
jammer which is capable of responding, via its computer memory of up to 1,000 known emitters, to
confuse any would-be attacker. It can also automatically trigger decoy chaff and flares to combat radar-
guided and heat-seeking missiles respectively.
lJ1 the extreme tail of the aircraft a s mall radome houses the Plessey Missile Approach Warning (MAW)
system which can automatically activate appropriate countermeasures when it detects a hostile missile
homing in. Beneath this radome in the ventral fin tajl bumper is an ECM/R ear Warning Radar (RWR)
and in each wing tip more 'Z eus' ECM antennae, plus transmitter aerials for the jamming component.
Night Operations
Although the R anier GR? is by no means an all-weather day/night aircraft, the combination of a forward
looking infra red (FUR) system and a pair of night vision goggles (NVG) for the pilot allows the aircraft
to fl y close-support missions at any time of the day or night, except in the very worst of weathe r
conditions.
FUR is a form of thermal imaging equipment which detects temperature differences in and around the
object under surveillance. Put simply, it is a heat-sensitive camera which sees shape in terms of heat
rather than reflected light. The GEC FLIR equipment is mounted in a slim. raised fairing on top of the
aircraft's nose cone but its fi eld of vision is fairly narrow, confined as it is to dead ahead, so the pilot must
have a means to intensify his peripheral vision during night operations. This is achieved by the use of a
pair of Ferranti NITE-OP (Night Imaging Through Electro Optics Package) night-vision goggles fitted to
the pilot's bone dome which are not unlike a pair of binoculars in appearance. They are basically a clever
optical device which widens his field of vision in the dark by converting any incoming (optical) light into
electrons which are then electronically enhanced and converted back to optical light (photons) as a
brighter, clearer image in the eyepieces of the goggles. This enables him to view the air and ground ahead
SECT I ON
I I I I I
BL 755 Cluster Bombs - DD- D -0-0-00
CBLS No 100 containing I I
c:::::::::J c:::::::::J
I I
c:::::::::J c:::::::::J
practice bombs: 4x3kg
retarded for free fall
--aaaa- - -aaaa
I I I I
External fuel tanks
300 US gallon ®-® ®-®
SECTIO N
Landing Performance
The Harrier's nap/aileron/nozzle high lift syste m allows slower a pproach speeds a nd more reserve power,
leading to a greate r thrust ma rgin, less wate r consumption, reduced wear and tear on the e ngine and a
shorte r ground roll.
Structure
The H arrier is the first normal production combat aircraft to have been constructed out of a high
percentage of compo ite mate rials. Composite mate rial is used to make up the wings, forward fuselage.
stabilator. ailerons, naps, rudder and access doors creating a saving in weight of 480 pounds (217 kg).
Electrical Systems
Power is produced by a single e ngine-drive n gene rator. AC is conve rted to DC via two transforme r
rectifier units (TR U) with a battery unit which is used to start the Auxilia ry Power Unit (APU).
S E C TI O N
Systems
The Harrier has an integrated, computer-controlled navigation and attack system. System components
are interconnected by a MIL-STD-1553B dual-redundant multiplex digital databus providing a high
integrity, high reliability data link. The central control of the mission computer gives information to the
pilot via HUD , MFD and ODU (Options D isplay Unit). The mission computer also controls the moving
map display (MMD) which is in itself controlled by an operational flight program.
Backup systems are available, in event of failure, including sub-systems with secondary control panels for
weapons and communications.
Inertial Navigational System (INS)
An automatic, self-contained dead-reckoning system. The mission computer uses information to calculate
velocity, pitch, roll and true heading which it then passes to other systems.
Current position is worked out on a continuous basis from inertial inputs and keeps to an accuracy of
level of l Nautical Mile per hour. Position can be updated using either T ACAN fixing, geographical point
recognition. or through the Moving Map D isplay.
The main unit of this system is the Ferranti F.E. 541 inertial platform used in conjunction with a HUD
developed by Specto Avionics and the Smith's Air Data Computer.
Moving Map Display
Known to the pilots as U1e 'shuiti scope', the MMD shows a map area in either track or north orientation.
The INS can be aligned wherever the ai rcraft is 'parked' by punching in latitude and longitude co-
ordinates correct to two decimal points. To ensure 100% attack accuracy, three check points are fed in
leading up to the target. When the Harrier reaches a particular check point, small errors in navigation are
corrected.
SECTIO N
Fuel System
Five fuselage and two integral wing tanks give a capacity fo r 7500 pound of fuel. In addition, the Harrier
can carry four external fue l tanks on underwing pylons increasing capacity to 15,520 pounds.
The fuel system is organized in two separate sections: fuel is channelled to the centre tank and then to the
engine-driven pump and the Digita l Engine Control System (D ECS). In event of the failure of one
section, the other section will still feed the engine.
Refuelling is carried out under high pressure through a single coupling on the left forward fuselage. In-
llight refuelling is made possible by a retractable probe mounted on the left inlet.
Anti-g System
The air supply system also provides the pressure for the pilot's anti-g suit, channelled with his oxygen
(and a mic/tel connector) through a seat mounted Personal Equipment Connector (PEC). This means
that the whole four-function unit can be connected and disconnected with one rapid action.
Hydraulic System
Two independent systems produce hydraulic power that can operate the flight controls in the event of
system failure. Dual engine-driven pumps provide 3000 PSI pressure to feed the system.
Escape System
The Harrier has a fully automatic Martin-Baker type 12H Mk.1 rocket-assisted ejection seat with the
zero-zero specification. This allows escape at all altitudes and speeds in the aircraft flight envelope down
to zero height/zero speed.
The Martin-Baker has small sensors to measure altitude, airspeed and deceleration after ejection. A
selector then gathers the data to adjust operation for low speed/low altitude, high speed/high altitude or
any speed/high altitude ejection. Immediately prior to ejection, the canopy is broken by a tiny detonating
cord system fired automatically by the movement of the ejection seat.
SECT I ON
Cockpit
To provide under floor space for avionics equipment and a revised cockpit layout, the cockpit floor of the
Sea Harrier was raised by l l inches. Quite coincidentally, this raising of the floor provided the pilot, who
sits on a Martin-Baker Type lOH zero-zero rocket-type ejection seat, with much improved all-round visi-
bility from the bubble canopy. The cockpit interior was redesigned to accommodate the Ferranti Blue
Fox multi-mode radar and other naval-oriented avionics.
Blue Fox is an I-band pulse-modulated radar designed for air-to-air interce ption and air-to-surface search
and strike. Fitted in the Sea Harrier's nose behind a pointed radome, it was developed from the Seaspray
search radar specifically for single-pilot aircraft and has all the necessa ry flight information (speed,
altitude, heading etc) superimposed on the TV-type daylight viewing display of the radar. Blue Fox
operates in four modes: search, attack, boresight and transponder.
A Smiths fn dustries H UD driven by a 20,000-word digital computer generates display symbology and
also acts as a flexible air-to-air and air-to-surface Weapons Aiming Computer (WAC).
The basic layout for the flying controls and instrumentation in the Sea Harrier FRSl is similar to the land-
based Harrier GR3, but with no moving map and a small radar di play added on the right-hand side of
the main panel.
Avionics
The Sea Harrier's electrical equipment differs Crom that of the land-based Harrier and its flying charac-
teristics have been improved to complement its role as strike fighter. Increased roll reaction has been
provided for dogfighting allowing a two-degree increase in nose-down pitch control.
A Ferranti self-aligning Heading and A ttitude Reference System (HARS) platform. cross-referenced to
a Decca 72 Doppler radar, performs all of the navigation and endurance functions required. lt provides
far greater accuracy than a normal INS and can be aligned on a moving deck. A UHF homing and a
GEC Avionics AD2770 TA CAN plus an I-band transponder arc also used for naviga tion. Radio
communications are handled by a Plessey PTR377 UNHF transceiver with a D403M transceiver for
standby VHF.
SECTION
OPERATING FROM
DISPERSED SITES
~$ /~0$~t
~ Unsupported Site
/ 0$0
Main H
Base
?arrler : ~~ o ~~
0 0
$ 0 ~
~ 0 Harriers Disperse to 3
types of site in an emergency
The coming of the Ha rrier has revolutionized traditionaJ military planning with its ability to operate away
from home base out of ro ugh forward airstrips, woodland clearings, motorways or carparks close to the
battlefront. BasicaJly, it can escape from the prying eyes of the enemy and from the in-buiJL vulnerability
of pe rma nent a irfield .
The Site
The H arrier ca n be dispersed
across a wide range of terrain. All
that is necessary arc a few
hundred feet of open gro und .
These in-the-field s ites can be
pre-stocked, o r may mere ly act as
launch platforms for H arriers
ori ginating from a m a in base
ready-fue lled a nd armed. With
H arriers. the re is little need for
ground support equipme nt.
Re-supply
Spare .I.,~
Site c:_~
--
SECTION
Re-supply
System of Operation
The difference between the Harrier and conventional military aircraft is clear cut. While a normal jet
fighter will fly from a distant airfield, a long way from the combat zone giving it a slower speed of
response, the Harrier fljes short-duration missions, carrying moderate loads but with the possibility of
rapid turnaround.
SECTION
Main Base
Supported Site
l n time of war, a typical RAF Harrier squadron's three flights would disperse to their own flying sites 'in
the field' where the flight commander would become the site commander. The site would usuaJly support
up to seven Harrier aircraft. Sites can range from woodland or forest clearings to villages, wooded
sections of motorways, farmyards and even supermarket car parks; once the glass fronts of the buildings
have been bulldozed in to provide hides inside for the aircraft. In reality, aircraft hides in the field are
invariably in wooded areas beneath overhanging trees. The site, disguised further by the use of
camouflage netting, make it virtually invisible to ground or aerial reconna issance.
For rolling take-offs a site needs a 350 metre section of metalled strip such as a straight section of road or
motorway. "Mexe" metal landing pads can also be laid surrounded by trees, with double marker boards
at each corner for the pilots to line up on for a verticaJ landing.
SECTION
THE DEVELOPMENT
OF THE HARRIER
~
SECT I ON
British Developments
The British aircraft industry wanted to develop a supersonic VTOL jetliner. and Rolls-Royce started
work on developing a rig for finding out how vertical flight could be achieved by a ' flat riser': an aircraft
which takes off in the convent ional (horizontal) attitude. The result was the Ro lls- Royce 'Thrust
Measuring Rig', known popularly as the 'Flying Bedstead'.
The Bedstead was powered by two 'Nene' jet e ngines, with nozzles both exhausting thro ugh the centre of
gravity, so that the failure of one engine would not cause a n instant crash. As a low-speed control system,
it used puffer jets at the front, back, left a nd right of the aircraft to control pitch and roll, and the left and
right nozzles could be tilted to control yaw. It first flew on the 9th July 1953. R.A H arvey, the lest pilot.
told the Press after the night,
SECTIO N
The Jet-Engines
It was apparent that, in order to achieve performance figures of comparable late 50s aircraft, VTOL
research aircraft had to be powered by jet engines. Throughout this period researchers tried to find the
best way to harness the power of a jet engine to achieve vertical flight.
HARRIER JUMP JET ~
The Bell X-14, which first flew in 1957, was the first aircraft to use diverted thrust. The thrust from the
two jet engines was diverted downwards by a deflector plate on the wing, giving the aircraft a VfOL
capability. Puffer jets at the wing tips gave directional control. The X-14 was too small to be of practical
use, but it proved the theories which would be used later on.
The US Army/Ryan XV-5 Vertifan used the jet engine to drive three fans, mounted in each wing and the
nose. The problem with this was that the weight of these fans, and the additional drag they created, made
the aircraft difficult to control in forward flight. The aircraft was also very difficult to control in the hover,
killing three test pilots before the project was cancelled.
The 1962 Lockheed XV-4 Hummingbird used another system: ejecting engine air over the wing to
produce lift. This could not successfully achieve VfOL and unfortunately also ended up killing its test
pilot.
Lift Engines
The next development were the 'lift engines': small jet engines pointing straight down, which are used
only for vertical flight. The British Short SC.1 was a small delta-winged aircraft which used four lift
engines and one conventional engine for forward flight.
This first hovered in 1958, but suffered from the classic problem of aircraft using lift engines: the airflow
into the engines had a tendency to suck the aircraft onto the ground.
This same problem was also experienced by the French, with the Dassault Balzac in 1962. This aircraft
had eight lifting engines. and was based on a Mirage III supersonic fighter airframe. The Balzac had
another major problem: the speed at which the aircraft could transition from hover to forward flight was
critical. In a test night, the pilot attempted transition at the wrong speed and the drag of the lift engines
became excessive. The aircraft see-sawed to earth like a leaf. exploded and killed the pilot.
In West Germany, both Focke-Wulf and EWR built VTOL prototypes, the VFW-1262 and the VJ-101.
Both aircraft used a combination of lift engines and thrust engines, but used them in different ways.
The Focke-Wulf VFW-1262 used a vectored thrust engine (an engine with rotating thrust nozzles) to
allow the same engine to be used for vertical or horizontal flight. This vectored thrust engine was not
powerful enough to lift an aircraft by itself, so the VFW-1262 also employed two lift engines to achieve
vertical flight but, the VFW-1262 could not achieve true YTO, and it was also cancelled.
The EWR VJ -101 was a very dramatic looking aircraft, using 6 Rolls-Royce RB.145 engines. Two were
used as lift engines, and the other four were mounted as two pairs, in rotating pods at the wing tips. The
EWR VJ-101 first flew in l 963, and had a supersonic performance. Several problems were encountered,
however. The engines were so powerful that it wrecked anything which it landed on and melted its own
tyres! In addition to this, an effect called 'hot gas recirculation' meant that it could not achieve maximum
performance from its engines.
SEC T IO N
The P.1127
The Ha rrier sto ry really begins in June 1957 at Hawker Aircraft, Kingston, E ngland. It is here that
Technical Head, Sydney Camm (designer of the WW2 Hurricane fighter) showed Chief Designer Ralph
Hooper the technical specir.cations for a new engine: the Bristol BE53.
The BE53 was a unique e ngine because it had a relatively conventio nal intake a nd combustio n chamber,
but with three ro ta teable exhaust nozzles; the front pair blowing cold fan a ir, and the rear one blowing
ho t combustio n chamber gases. This process allowed the e ngine to lift an aircraft vertically and then by
ro tating the nozzles to face backwards, the e ngine could prope l the a ircra ft forward.
Ralph Hoope r immediate ly started ske tching his ideas for a vertical/short take-off and landing aircraft
based around this e ngine, a nd the design was given the prototype designation P.11 27.
The first design was kno wn as the P.1127 H SH (H igh Speed He licopte r!). The shape of the P.1127
changed radically over those first two months on the drawing board. The first sketches were of a lhree-
seat light observa tio n aircraft , soon to develop into a two-seat armed observation a ircraft, and finally a
single-seat light strike aircraft. By then, the BE53 had become a four-no7.zle engine with the single rear
(hot) no7.zle split into two.
S E C T IO N
4
PAGE
199
Sl!CT IO N
Flying Prototypes
On 21st October 1960, 'Bill' Bedford became the first pilot to fly the P.1127. The aircraft was positioned
over a grid to stop recirculation of exhaust gases, and was tethered by ropes to stop it from drifting
around, or turning over. In the early tests, the aircraft weighed just 4,192 kg and was Umited to three
minutes fuel. The tethered tests continued until the 19th November 1960, when the aircraft flew properly
for the first time. The aircraft continued its tests in the hover for some time, at various altitudes and
weights, but did not use the wing as a source of lift until 13th March 1961, when the nozzles were pushed
back and the P.1127 flew in the conventional mode.
The second P.1127 (XP836), first flew on the 7th July 1961, using conventional take-off and landing
(CTOL). The tests proceeded, and on 12th September XP831 made the historic transition from hover to
conventional flight, and back to hover. It should be noted that, in the early tests, the pilots sat on old tech-
nology ejector seats, different to modern zero-altitude, zero-airspeed (zero-zero) seats. If the pilot wanted
to get out of the aircraft, he had to be moving along at 90 kts minimum. This meant that the only way out
of the aircraft in the hover was to climb out of the canopy.
The short take-off tests performed in October 1961 showed that a short ground run would enable the
P.1127 to get airborne with a greater load, due to the combination of jet lift and wing lift. Tests continued
without incident, then on 14th December 1961, disaster struck!
Bill was flying XP836 near Yeoviltoo, Somerset, performing high-speed tests, when the front, left nozzle
detached from the aircraft. Bill immediately slowed down, lowered the gear, and attempted to land at the
Fleet Air Arm base nearby. The aircraft became more and more uncontrollable as speed dropped off,
and began a slow roll to the right, even though Bill had the stick full left. Bill ejected safely, with the
aircraft at 30 degrees of roll, the aircraft plummeted into the ground, and was destroyed. The lesson
teamed from this crash was to manufacture the front nozzles in stainless steel, not the fibreglass, which
the prototypes had been made from.
SECTION
~~ . H A R R I ER JU M P JE T
The first development aircraft, XP972, flew on the 5th April 1962. This too was the subject of an engine
failure but managed to, make a successful glide landing.
In May 1962, the go-ahead was given for the 'Kestrel' project; a large injection of funds to get an opera-
tional aircraft from the P.1127 design.
The Ke:i/rel introduced an emirely neiv wing inc/11ding new style weapons pylons.
The Kestrel
When the Kestrel project began at Hawker, BilJ was still night testing the XP831, and made the first
landing aboard an aircraft carrier. HMS Ark Royal, on 8th February 1963. By this time, three other
development aircraft had been built. and fitted with the Pegasus 3, capable of generating 6122kg of thrust.
The last development P.1127 (XP984) was soon retro-fitted with the Pegasus 5. rated at 7030kg. This
aircraft became the prototype for the Kestrel.
SECT I ON
Afte r seve ral years of debate and po litical wrangling on whe the r to design and build a new versio n o f the
Harrie r in the UK, the decision was made to buy modified A V-8Bs (see The USMC Harrier be low).
These a ircra ft we re built iJ1 50/50 propo rtions by the US and UK, and came into service with 233 O CU in
1987 as the Harrie r GR.5.
In 1987. the nig ht attack H arrie r II fl ew for the first time. Equipped with a forward-looking infra-red
(FUR) sensor, a wide angle H UD to d isplay the FUR info rmation. a digita l moving map in the cockpit
and new cockpit displays. the night attack Ha rrie r II can strike a ta rget a t any time. in any weather. When
fl ying a t nig ht, the pilo t wears nig ht vision goggles (NYGs) which display the night la ndscape by
e nha ncing available light. The NYGs a rc set to cut off whe n the pilo t looks straight ahead, thro ugh the
HU D . The FU R displays the night landscape in shades of g reen a nd is then used to attack the ta rget.
The GR Mk.7
In 1988. the R AF a nno unced tha t it was buying the night a ttack H arrie r, as the Ha rrie r G R.7. This
brought the to ta l number of H arrie r GR.Sn in RAF service to 94. The GR.7 made its fi rst flight o n the
20th Novembe r 1989. In additio n to the night attack modifications, the GR.7 a lso features two undem ose
a nte nna for the 'Ze us· self defence syste m .
SE C TION
P1127
The Harrier Family
T Mk.2/4/60 AV-8AJS
GR Mk.5 TAV-88
THE us MARINE
C 0 RPS HARRIERS
The AV-SA
The first USMC Harrier flew on the 20th November 1970, and was given the US service designation ·AV-
8A' (A stands for attack, V stands for vertical take-off, 8 stands for the eighth such aircraft to be built and
A stands for the sub-type).
SE C TI O N
An A V-88 of VMA-331 'Bumblebees'jTies over the desert carrying 500 lb 'Snakeye' retarded bombs.
The Squadrons
On 15 April 1971 the first US Marine Corps Harrier squadron was established within Marine Air Group
32 (MAG-32) at Beaufort, South Carolina flying the A Y-8A (the Harrier's US designation). In 1992
there were eight USMC front-line and training squadrons operating the AY-8B and A Y-8B Night Attack
version of the Harrier II:
VMA-513 "Flying Nightmares'', VMA-542 "Flying Tigers", VMA-231 "Aces", YMAT-203 "Hawks",
VMA-331 "Bumblebees", VMAT-223 "Tomcats", VMA-311 "Bulldogs", YMA-214 "Black Sheep" and
VMA-221 "Wake Island Avengers".
SEC T I ON
Combat Operations
LEBANON
VMA-231 "Aces" and its AV-8As were despatched aboard USS Tarawa in April 1983 for seven months
off the coast of Lebanon to support the UN peace keeping force.
OPERATION "DESERT STO RM"
With the mounting of Operation "Desert Storm" , A Y-8Bs of the US 1st Marine Expeditionary Force
played their part in close air-support against Iraqi artillery and armour. The use of the Hughes AN/ASB-
19 ARBS in the A V-88 's nose tip enabled an accurate delivery of weapons, mainly in the form of Cluster
Bomb Units (CBUs), in dive attacks. Napalm and fuel -air explosive we re also dropped. Most sorties
were flown at high level because of Iraqi heavy Anti-Aircraft Artillery (AAA) lower down and the lack
S E C TI O N
_T_H
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__L_A ___ __________ ~
'N__A_R
On 19 March 1982 a small Argentinean force
landed on the island of South Georgia, a British
dependency in the south Atlantic, ostensibly to
Argentine
dismantle a derelict whaling station. On 2 April pilots were
Argentinean military Task Groups landed on the reluctant to
long-disputed Falkland Islands, overpowered the
small Royal Marine garrison after a short fight 'mix-it' in
and declared the Falkland Islands to be a part of close combat
Argentina.
with Harriers.
The invasion had been anticipated for some time
by British intelligence and on 31 March a
They knew
decision had already been taken to assemble a that Viffing
task force capable of retaking the Falklands if made them too
necessary, and Operation "Corporate" was set in
motion. A complex military T ask Force unpredictable.
involving thousands of troops, a fleet of ships
drawn from the Royal Navy and the Merchant
Marine supported by aircraft from all three
services sailed on 5 April to a destination 8,000
miles across the world where, after a hard fight
and the loss of irreplaceable men, valuable ships
and aircraft, the Falkland Islands were finally
retaken on 14 June and the Argentine
commanders compelled to sign the surrender.
The principal air components of the British Task
Force were the Royal Navy aircraft carriers HMS Hermes, HMS Invincible and HMS Illustrious with
Sea Harrier FRSls of 800, 801 and 809 Naval Air Squadrons (NAS) embarked. RAF Harrier GR3s from
No 1 Squadron, Wittering, were earmarked to join the Task Force in the South Atlantic to reinforce the
RN's Sea Harrier FRSls in the air defence role. Fitted with long range ferry tanks and refuelling probes
the RAF's GR3s flew south on 4 May from St Mawgan to Ascension Island on a 4,600-mile 9.25 hour
almost non-stop record-breaking llight, accompanied by Handley Page Victor tankers. Here they were
flown aboard the container ship MYAtlantic Conveyor with Sea Harriers of 809 NAS and Boeing -
Vertol Chinook helicopters for the final journey south. The FRSls and GR3s were finally cross-decked
to HMS Hermes on 18 May, their home for the duration of Operation "Corporate". With the cessation
of hostilities No 1 Squadron's GR3s were land-based at Port Stanley airport from 4 July until
10 November. A
PAGE
113
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Combat Tactics
Both Navy and RAF pilots believe that their realistic training programmes in peacetime enabled them to
gain, and then maintain, air superiority over the Falkland Islands in 1982, despite being heavily
outnumbered. It also transpired afterwards that Argentinean pilots were reluctant to "mix it" in close
combat with Harriers and Sea Harriers, at any altitude, because they knew that VIFFing could cause the
enemy aircraft to behave in an unpredictable manner.
Due to problems with the Sea Harrier's INS, the F RSls accompanied the RAF GR3 missions from
Hermes until landfall was made to share the benefit of the latter's accurate over-sea navigation
equipment.
S EC TI O N
Ground-Attack
Missions
Because of the nature of warfare,
it is on ly a foo l who adheres
ri g idly to textbook mission
profiles when circumstances are
crying out for him to be inno-
vative and modify his tactics to
suit the changed situation. This
was very much the case during
the Falklands conflict since many
of the textbook attack profiles
had been written with north-west
Europe in mind , where
encounters with enemy fighters.
high tension cables, expanses of
woodland and b uilt up a reas
would be far greater.
The following is a typical ground-
attack mission profile as flown by
Sea H a rri e r aircraft during
Operation "Corporate". It could
also quite easily have been flown
by a mix ed Sea H a rri e r and
Harrier force.
Twelve Sea Harrie rs from
Hermes were detailed to attack
the airfields a l Port Stanley and
Goose Green. Sidewinder and
cannon-armed Sea Harriers from
SECTION
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Harrier flying is obviously very different from that of other more
conventional aircraft and for this reason pilot training is markedly
different and has to be more intensive.
The RAF trains its Harrier pilots to fly at No 233 Operational
Conversion Unit (OCU) at Wittering in the East Midlands where
a mixture of Harrier GR3, GRS and T4 aircraft are used in this
task. Training is not cheap: it costs the RAF somewhere in the
region of £2-3 million at 1992 prices to train a Harrier piJot, repre-
senting a huge investment in specialized aircrew.
Pilots begin their training with a three day survival course then
aeromedkal tests where they are all given tailor-made ske letal
harnesses. Initially, to acclimatise the pupil pilot to the pecu-
liarities of VSTOL flying, a six hour course on the Aerospatiale
Gazelle AHl helicopter introduces him to hovering and transition
to forward flight. Understandably , fixed-wing Oiers can find it
difficult to overcome their natural aversion to stopping an aircraft RAF Harrier pilot training costs £2-3
in mid-air and operating at heights between 50 tolOO feet. million per candidate.
A sho rt course on the Harrier T4 two-seat trainer and then the single-seat GR3 gives an introduction to
the VSTOL capabilities of the Harrier in 16 sorties totalling some seven to eight hours, before moving on
to the GRsn.
Next, there follows a two-week ground school course using interactive computer-based systems with
touch-screens to teach all of the Harrier's systems and emergency procedures. The pupil then "flies" the
GR5/7 flight simulator to put theory into practice. H ere he learns more about the type's general handling
characteristics, instrument flying and emergency procedures.
'Pairs Leader'
When course is complete a 'Pairs Leader' (the lead pilot of a pair of Harriers) is the standard delivered
from the OCU to an operational Harrier squadron.
Night attack, low-level flying and air-to-air refuelling techniques are taught on the squadron along with
close-air and multi-ship combat training.
'
Mirage lllEA
Weight: 8.4 tons
Main Gun: 2x 30mm DEFA 5
Crew/Pass: 1(2)/0
Mmiles: Matra R.530, AIM-9B
Engines: 13,670 lbs st
Speed: 800 kts
Weapon Load: 1.5 tons
Notes: The Mirage III series was designed in the mid-1950s as a high speed interceptor. Due to the
success achieved by Israeli pilots, the Mirage was sold to numerous Third World customers. The
delta wing allows for high straight-line speed but gives the aircraft poor manoeuvrability in combat.
S E CTION
I
•
PUMASAJ30L
Weight: 5.9 tons Main
Gun: lx7.62mmMG
Crew/Pass: 2121
Mmiles: AM39 Exocet. AS. 15TI
Engines: 2780shp
SecGun: None
Speed: 150 kts
Annour: None
The Aerospatiale Super Puma is a
significant improvement over the older SA
330 Puma. It has increased crash worthiness
and newer fuel efficient turboshaft engines.
The M version features a stretched cabin
which can ho ld up to 25 soldiers along
with gear.
SECT I ON
u 1 11
jagdpanzer SK I 05 TAM
Weight: 17.7 tons Weight: 32.5 tons
Main Gun: SK105mm Main Gun: 105mmL7A3
Crew/Pass: 3/0 Crew/Pass: 410
Missiles: None MmUes: None
Engine: 320 hp Diesel Engine: 740 hp Diesel
Sec Gun: 2x7.62MGs SecGun: 2x7.62mmMG
Speed: 65KPH Speed: 75KPH
Armour: Light Armour: Medium
T his Austrian-made light tank is based on a The TAM (Tanque Argentino Mediano) is
low silhoue tte Saurer APC chassis and can produced in Argentin a under a West
withs tand fronta l hits from up to 20mm Germa n licens ing agr eement. It has a
ammunition. The conical turret houses a sloped turret placed well to the rear of a
laser range finder and is s imilar in Marder MICV chassis. A turret mounted
appearance to the AMX-13. There are 7.62mm MG is the vehicle's sole means of
almost 200 of these vehicles currently in a ir defense. The TAM is the main battle
service with Argentina. tank of the Argentinean armoured corps.
SECT I ON
AMXVCI
Weight: 16.5 tons
Main Gun: lxl2.7mmMG
Crew/Pass: 3/10
Missiles: None
Engine: 280 hp Diesel
Sec Gun: None
Speed: 65 kph
Armour: Light
The AMX-VTP bas recently been redes-
ignated AMX-VCI (Vehicul e Com b at
d'Infanterie).The VTP suffers from a lack
of amphibious capability and egress ramp.
Passengers must exit through two rear
doors. Although the VTP is still being
prod uced in Argentina, most of these
vehicles are being gradually phased out.
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Intelligence Files
Russian Aircraft
MiG-23 Flogger
Weight: 17.8 tons
Main Gun: 23mm, 200 rds
MiG-21 Fishbed Crew/Pass: 1/0
Missiles: Kerry, Aphid, Apex
The Mig-21 is an adaptable design and built Engines: Two AB 27,500 lbs st
to be capable of constant upgrade. Max Speed: 729 kts
Originally in service in 1957, it is s till seen as Weapon Load: 3 tons
a major threat with its ne w e ngine and
r adar. It cannot be compared in The Hogger variable-geometry interceptor was
performance to modern aircraft but is first issued to Soviet tactical air forces in 1973.
extre m e ly dangerous at low sp eeds. Any Once there, it gradually replaced the ageing
combat above 0.9 Mach makes it very MiG-21. Although it provides the basic airframe
vulnerable. for the newer MiG-27, the Flogger is nearing
the end of its usefulness. Built in huge numbers
in the 70's. this swing-wing fighter was relatively
cheap and easy to produce. It bas high
performance capabilities carrying up to 8
AAMs at speeds over Mach 2. The radar and
missile system has a long distance detection and
engagement range than the F-16. When pitched
against modem fighters it is at its best keeping
its distance and using its missiles.
.......
'Ill"'"" ......
.. ,..,..
...
SECTION
The Soviet BMP-1 caused quite a stir when The BMP-2 is an upgrade of the Soviet
it en te red ser vice in 1967. This revolu- BMP-1. and probably e ntered service
tionary design was the firs t to combine around 1980. It saw the poor 73mm gun
cannon, ATGM and a full infantry s quad re placed with a high-velocity 30mm auto-
under armour file capability. Its 73mm gun cannon. The commander was moved from
has poor long range accuracy, and the one- the hull to the turret. improving labour
man turret is inefficient. distribution and vision. The Sagger missile
was re placed with the longer-ranged
Spandrel.
SECT I O N
F/A-ISC Hornet
D esigned by McDonnell Douglas/ Northrop, USA, the Horne t is basically a Single-seat
fighte r/strike fighter. Weighing 18 tons and powered by two GE F404-400 turbofans giving 32,000
lbs of thrust, its range is 740 km with a service ceiling of 50,000 feet. It has a 20mm cannon and 9
weapons pylons. Maximum speed is 1050 knots.
SECT ION
AAGE
SECTION
MI09SPG
Weight 24.9 tons with a crew of six and a
max speed of 56 kmph the M109 h as
an155mm main gun and carries 36 rounds
but is only lightly armoured.
S E C T I ON
.: -~ H A RRI ER JU M P JE T
G LO s SARY ~
A -A Air-to-Air ' Blackout Losing consciousness due to
pulling too many positive g's.
AAM Air-to-Air Missiles
Bounced To be surprised in an air
ABCCC Airborne Battlefield combat attack.
Command, Control and
Communications BVR Beyond Visual Range
ACC Air Combat Command BUFF Big Ugly Fat P'***"'r. Pilot
terminology for large bomber.
Ao A Angle of Attack
CAP Combat Air Patrol
AFCS Automatic Flight Control System
CAS Close Air Support
AFB Air Force Base
CBU Cluster Bomb Unit
AFV Armoured Fighting Vehicle
CCIP Continuously Computed Impact
AGM A ir-to-Ground Missile Point
AIM Air Intercept Missile Chaff Cartridges of tiny foil strips
dropped to confuse radar
AIR Air Inflatable Retard
guided missiles.
API Armour Piercing Incendiary
COIN Counter Insurgency
APU Auxiliary Power Unit
CRT Cathode Ray Tube
ARBS Angle Rate Bombing Set
DECS Digital Engine Control System
ASI A irspeed Indicator Monitors the performance of the
powerplant at all times.
ATF Advanced Tactical Fighter automatically adjusting the thrust
settings whilst taking into
Avionics A Harrier's electronic systems
account the aircraft's speed and
altitude within the performance
AWACS Airborne W arning And
limitations imposed by engine
Control System
rpm. jet pipe temperature and
Bank To roll left or right in the air acceleration.
Doppler Radar Radar that sends out a GAU Aircraft Gun Unit
continuous beam
GBU Guided Bomb Unit
Drag Factor A measure of air resistance
caused by loading external G suit Worn by pilots to ease the
weapons stores effects of high g forces
ST O Short Take-Off
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