***B-1 Nuclear Bomber*** Docs written by ASOP LOADING INSTRUCTIONS: Make sure that basic in place when you load this game. Just turn on the computer after this and it will load itself. Then follow the prompts. INTRODUCTION: B-1 is a computer simulation of a manned bomber nuclear strike mission into Soviet Russia. The player gives commands into the computer which 'flies' the bomber on the mission. The bomber must fly to within bomb range of its target to deliver its weapon. It is opposed by nuclear MIG's and SAM's of the USSR's air defense system. It defends itself with ECM, evasive action and nuclear tipped multi-purpose Phoenix missiles. It is advised that you obtain a map of the Soviet Union to help you for directional assistance in course setting. PROGRAM STARTUP: The program starts by printing an initial display containing the primary target of the mission, the five letter Fail Safe Code which is required to arm the bomb, and a list of alternate targets and Soviet defense complexes. The program then enters the main loop in which it requests and processes the pilot's command and then runs the Soviet Air Defense Command, launching MIG's and SAM's. BOMBING THE TARGET: The B-1 bomber in the game carries one Short Range Attack Missile(SRAM) with a one Megaton warhead. This is large enough to completely destroy the target. The SRAM has a range of 250 kilometers(km). The primary target is chosen at random from the list of targets. All targets have a population of more than one million persons. The Fail Safe Code is a group of five random letters. Its purpose is to prevent inadvertent arming of the SRAM. A note of the code should be made prior to giving the first command. It will be used later to arm the SRAM. THE SOVIET AIR DEFENSE COMMAND: The air defenses of the Soviet Union consist for the purposes of this game of about twenty Defense Complexes(DC's). Each DC evaluates the range to the B-1 and decides whether to launch every time interval. Launching depends on the range (750km max), altitude (lower less likely) and the state of the SRAM. a B-1 without SRAM is less likely to be attacked; one with an armed SRAM draws a great deal of attention. A launch will cause a message to be displayed on the screen giving type of unit launched (either a MIG or SAM) and intercept time, as well as the name of the launching DC. Unless prevented in some way each unit will intercept, resulting in a nuclear airburst which can cause destruction if the bomber. It can also cause changes in course and speed and loss of fuel. SAM's and MIG's may be defended against by the use of Electronic Counter Measures (ECM), evasive action or Phoenix missiles. Phoenix missiles may also be used to eliminate DC's from a range of up to 200 km. ECM causes MIG's and SAM's to lose their target. Repeated use lowers it effectiveness. ECM is better against SAM's and is not range dependent. Evasive action is a violent alteration in course and altitude, which works better against SAM's than MIG's. It works only on close units. It poses the risk of flying into the ground when starting at low altitude. Phoenix missiles are nuclear tipped homing missiles. They may be fired at units within 10 seconds of intercept. They work better against MIG's. they may be fired against DC's in range. Each type of defense is selected by giving the computer the appropriate command. COMMANDS: Commands may be divided into four types: flight control, navigational, combat and bombing. Each command and each target and Defense Complex is recognized by the computer from its first two letters e.g. EC for ECM, PH for Phoenix missile, MO for Moskva, KO for the Konosha Defense Complex. After each command is entered there will be a short delay while the computer processes Soviet air defenses. For long autopilot times this delay will be longer. FLIGHT CONTROL COMMANDS: Flight control commands are Altitude: AL, course: CO and Autopilot: AU. Altitude requests an ordered altitude, which the B-1 wil then climb or dive to at its maximum rate. Although orders greater than 25,000m or less than 100m can be given the computer will not fly the B-1 outside these limits. Altitude affects the probability of a DC launching, lower being less likely. However, enough room should be left for evasive action or the effects of a nuclear airburst. In addition flying below 300m runs the risk of a terrain avoidance radar failure, i.e., the B-1 flying into the ground. Should evasive action or an airburst change the B-1's altitude it will stay at the new altitude until it receives new orders. Course requests an ordered course to which the B-1 will turn at maximum rate. If altered by evasive action or airburst the B-1 will stay on the new course until further orders. Autopilot will request a time for the autopilot to fly the B-1. for convenience this is arranged in seconds, minutes, hours. While the autopilot is in control the player may not interrupt it. Events which occur which generates messages, such as MIG or SAM launch or any target coming into range, will cause the autopilot to return control to the player. The exception to this is a report of a target going out of range, which will not interrupt the autopilot. NAVIGATIONAL COMMANDS: The navigational commands are Navigator: NA, Search: SE, Status: ST, and Radar: RA. Navigator requests a city to fly to. It recognizes all targets and Defense Complexes from the first two letters of their names. It also recognizes TH for Thule AFB, to which the B-1 must return upon completion of its mission. It will produce a range and bearing to the desired city. Use of the navigator takes a large of game time. This is NOT the command to use with a MIG hot on your tail!!! Search will return the range and bearing of the nearest active DC within +/- 45 degrees of the B-1's present course. This is intended as an aid to flak suppression. The search command also requires a large amount of game time. Status returns a display of important aircraft parameters including fuel and a contact summary. Radar returns only the contact summary. A contact summary is also printed before each request for a command if any contacts are held. COMBAT COMMANDS: the combat commands are ECM: EC, Evasive Action: EV, and Phoenix Missiles: PH. ECM,may cause airborne MIG's and SAM's to lose their targets or self destruct. The effect is not range dependent and works better on SAM's. With each use the effectiveness of ECM is reduced because the Soviets figure out what is happening. Evasive action is a violent change in course and altitude to throw off pursuers. The size and direction of the change is random. The effect is very range dependent and works better on SAM's than MIG's. If evasive action results in a negative altitude the B-1 will crash. Phoenix missiles are armed by the PH command and then launched against a close SAM or MIG or a DC within 200 km. A target is requested by the computer. If only ENTER is pressed ('N' for PET) the Phoenix is fired at the closest interceptor if it is in range. This is known from the 'MIG- 25 in Phoenix range.' message or time to intercept less than 10 sec. for any interceptor. The Phoenix is more effective against MIG's. If a DC's name is input and that DC is in range the Phoenix will destroy it for the balance of the game. BOMBING COMMANDS: The bombing commands are Arm: AR, and Bomb: BO. Arming the SRAM is required prior to dropping it. To do this the Fail Safe Code must be input when requested. Arming the SRAM also results in excessive attention from the Soviet Air Defense Command, so it is wise not to do this too early. Once armed, the SRAM cannot be disarmed. The Bomb command launches the SRAM. A final verification in Yes/No format is required. A No answer aborts the drop. ENDING THE GAME: The game is ended when the B-1 is destroyed or returns to base. To end the game after dropping the SRAM head for Thule AFB (TH). At a certain distance from Russia over the Artic the game is ended. Note-Although the B-1 may not have enough fuel to reach Thule on its own it is presumed to refuel from a tanker aircraft over the Artic. No matter how the game is ended a short mission summary is printed and a chance to play again is offered. LISTS OF TARGETS: Soviet Targets: Murmansk (MU) Arhangelsk (AR) Sverdlovsk (SV) Moskva (MO) Kiyev (KI) Volgograd (VO) Astrakhan (AS) Sevastopol (SE) Yerevan (YE) Leningrad (LE) Soviet Defense Complex: Pechenga (PE) Ukhta (UK) Onega (ON) Konosha (KO) Syktyvkar (SY) Vyborg (VY) Tallinn (TA) Pskov (PS) Rostov (RO) Yaransk (YA) Podolsk (PO) Lipetsk (LI) Pinsk (PI) Kharkov (KH) Dubovka ( .............incomplete....