Zone 5 - Campaign Introduction
Zone 5 - Campaign Introduction
INTRODUCTION
Welcome to…ZONE FIVE.
I’ve teamed up with Reflected Simulations to bring the fighter tactics and weapons experience to DCS.
The title of this campaign, Zone Five, refers to the maximum afterburner of the engines in the F-14A.
You will be using max burner a lot in these engagements.
The time is 1987, shortly after F-16s joined the fleet of adversaries. To help introduce the new jet and
to further its mission, we arranged a fleet support program, inviting one aircrew from two squadrons
at Miramar and two squadrons at Oceana for a series of flights. You must be good, because you are
one of the pilots selected from Miramar.
You will fly eleven hops that increase in complexity, starting with one-versus-one, or 1v1, where you
will test your air combat maneuvering skills against a single bandit. You will progress through flights
where your section – two Tomcats – will perform realistic fighter missions and fight an increasingly
challenging bandit presentation. You will then move into division events, where you will be one of
four Tomcats against an unknown number of bandits. The program will conclude with two special
events that will be briefed later.
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We spent months putting this program together, and then last week Miramar informed us they will
be closed for flight ops for two weeks. I don’t know if they are installing a new sewer line or testing
atomic missiles. Fortunately, our Air Force brothers at Nellis are able to accommodate us.
So…welcome to Nellis. You’ll be spending the next three weeks weeks here, and you will spend a lot
of that time in…ZONE FIVE.
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CONTENT
These missions come with a lot of extra content to make them as immersive as possible. There are
nearly a thousand custom voice overs especially recorded for these missions, as well as a handful of
accurate custom skins. Each mission comes with special kneeboard cards, copied exactly from real
life ones that were used in the 1980s. Among them you’ll find mission cards, maps, ingress and
egress routes, radio channelization, Nellis procedures, local TACANS, navigation points and radio
frequencies as well as a few pages of F-14A checklists. These are also available as separate pdf files in
the campaign documentation folder (Mods/Campaigns/Zone 5/Doc). Make sure you study them
before each hop so that you know what you need to do.
You’ll find the same information in the briefing images at mission start, as well as some beautiful
photos taken by Bio in the 1980s. The briefings will be read out loud to you by Bio himself en route to
the range. Up to that point you only need to follow Nellis procedures as described in your cards. He
will also remind you of the training rules, and then debrief you on the way back.
GAMEPLAY
We came up with a syllabus that brings the essence
of a 1980s fighter weapons training program
straight to your computer. It’s a little shorter, and
we had to make a few compromises to make it work
with the limitations of DCS. We are, however,
confident that it’s the bee’s knees, and you will not
only be challenged, but learn a lot about pushing
your F-14 Tomcat to the edge of the envelope and
beyond. You will become a much more lethal F-14
pilot/ RIO after completing this campaign and that is
exactly our purpose.
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After startup, make sure you are on Channel 2. We’ve completely redone all ATC procedures with
custom voice overs, and you even have a working ATIS channel. You will be guided by on-screen
messages, and you can communicate using the spacebar, which is much more convenient than the
standard radio menu.
Once you start taxiing, Jester will read you the takeoff checklist. You can reply to each challenge by
pressing the spacebar. A copy of the checklist is among your kneeboard cards. Hold short at the
runway, and when the checklist is complete you or your flight lead can contact Nellis tower for
takeoff clearance.
After taking off, you climb out following the ingress route,
and if you are not the lead aircraft, you join up on the
other(s). Don’t fly faster than 350 KIAS, you’ll be needing
that JP-5. En route to the range, Bio’s voice will come up
and brief you on the specifics of the event, then remind
you of the training rules. After this, your flight will be
required to perform the g-awareness test, a 90 degree
turn both ways pulling at least 4 g-s, to prepare your body
for the engagements.
Approaching Bighorn you will check in with Range Control (Blackjack). As you reach the gate, you will
check in with the Range Training Officer (Showtime), who will verify that your pod is tracking, ask you
to call ready, then announce fight’s on. It’s also time for your formation to spread out and get ready
for the intercept.
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In the first few fights forward quarter shots will not be valid. This means you need to maneuver
behind your opponent(s), and only then you can call a shot. If you do that before the merge, the
bandits won’t be harmed and you’ll just waste a missile. The first 1v1s will be multiple engagement
hops. This means that the engagement will be repeated if fuel permits. Later on you will be running
intercepts, but you may be required to visually identify your target before opening fire, just like it
could happen in real life situations. Starting at hop 5 you will be given a specific mission, such as
BARCAP, sweep or escort. This will influence your tactics and game plan. We will throw in more and
more bandits, and put you into increasingly complex situations.
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In hops 7, 9, and 11 you will be required to fly through the Echo range before the intercept begins,
and evade simulated SAM launches between Bighorn and India. In DCS these will be real SAM
launches, but the Fighters will be immortal during this phase. Practice SAM evasion, but if you do get
hit you won’t be kill removed, just keep flying toward point India, the mission is still on. Of course,
you need to run the gauntlet once again on the way back to the gate too.
Everyone needs to manage their own fuel. If you approach bingo just bug out or call knock it off. In
real life at Miramar, landing at Yuma or El Centro to refuel was a possibility. In this game we added a
few Air Force tankers on station, should your tapes be alarmingly low, but with proper fuel
management they shouldn’t be needed. On the way back, Bio will do a quick debrief, and you can
think about your learning points.
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2) You use the “Skip mission” option under the F10 radio
menu, which we added for your convenience
A sound will play and a message will be displayed if you meet any of
these criteria.
Training rules
Let’s review the training rules.
We need five miles visibility and 15 thousand feet between cloud layers.
Hard deck is 500 feet. Soft deck is five thousand feet. There’s no slow-speed high-AOA maneuvering
below the soft deck. Of note: these numbers are for the game; the decks in actual flying are higher.
All aircraft need operable UHF, and ICS if 2-seater, and must monitor Guard. NORDO aircraft rock
your wings and proceed to Coyote B, orbit at 15 thousand feet. If no one joins on you, follow the
NORDO recovery procedures in the in-flight guide. Remember, monitor Showtime and Blackjack
frequencies while on the range.
There’s a 500-foot bubble around all aircraft. Nine thousand feet is the minimum for head-on AIM-9
shots. There’s a thousand-foot minimum for guns, and no head-on gun shots.
Head-on, pass left-to-left, but don’t cross flight path to get there.
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An additional note: Monitor your fuel closely and remember we have two tankers on station if you
get low fuel. The details are on your kneeboard cards. There’s no need to push the limits.
Now take a minute to go through the stall/spin procedures for your aircraft.
Practice
If you’re itching for a good fight but you don’t want to fly an entire mission, we included 3 instant
action practice scenarios. They’ll drop you straight into the fight, and you can fly and refly them to
polish your skills.
- 1v1 guns
- 1v1 AIM-9
- 2vunk
You can find them under DCS World OpenBeta\Mods\campaigns\F-14A Zone 5 Campaign
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classroom
In real life, participants of such a training course don’t only log long hours at the range pulling g-s, but
also in the classroom, expanding their theoretical knowledge to help them better prepare for the
flights. This is not part of the Zone 5 campaign, however, we collected a few resources for you, in
case you’d like to learn more.
For starters, make sure you subscribe to Bio’s Youtube channel for interviews and some cool original
Tomcat footage: https://www.youtube.com/user/dandlb
https://youtu.be/K2QHZWH7FrU
https://youtu.be/0EwVj7NlDaA
https://youtu.be/zHUbR3mst18
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CREDITS
Before we sign off, we would like to acknowledge the people who helped bring Zone 5 to life:
A group of DCS enthusiasts from virtual carrier air wing eleven tested the prototype. They were
(name), (name), etc.
Finally, a special thanks to former F-14 pilot and Topgun instructor Paul Nickel for providing
comments on some of the material.
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RECOMMENDED READING
If this campaign raised your interest in the F-14 and Topgun, there are some books I can
wholeheartedly recommend:
Tomcats forever!
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