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F 15C Quick Start Guide

The document provides a quick start guide for the DCS: F-15C Eagle module. It includes sections on cockpit displays and controls, basic flight procedures like takeoff and landing, radar and weapon systems, and multiplayer communications. The guide is intended to help new players get started with the basics of the F-15C but notes that it does not cover all aspects of the complex aircraft.

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Kalevka Lynch
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© © All Rights Reserved
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0% found this document useful (0 votes)
235 views

F 15C Quick Start Guide

The document provides a quick start guide for the DCS: F-15C Eagle module. It includes sections on cockpit displays and controls, basic flight procedures like takeoff and landing, radar and weapon systems, and multiplayer communications. The guide is intended to help new players get started with the basics of the F-15C but notes that it does not cover all aspects of the complex aircraft.

Uploaded by

Kalevka Lynch
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Quick Start Guide for the

DCS: F-15C Eagle

Created by: Godzilla


This guide is a free, personal project for entertainment purposes only.
Title image is the DCS: F-15C loading screen
Forward
This guide would not be possible without Eagle Dynamics and the Digital Combat Simulator community.

I’d like to thank Chuck_Owl for creating the amazing Chuck’s Guides series for DCS, one of the inspirations making this guide.
Chuck’s guides have helped countless times and even after flying so many hours in many modules I still go back to them
whenever I forget something or want to make sure I did something right. If anyone needs a guide for any of the full fidelity
modules in DCS, do not hesitate to check them all out at https://www.mudspike.com/chucks-guides-dcs/.

I’d also like to thank the Hoggit community for creating multiplayer servers that allow for anyone to hop on and fly around in
whatever environment they want. If you need help learning a module, want to fly in a new player friendly server, or want to
challenge yourself against tough and limiting scenarios then the Hoggit MP servers are a great place to be.

A special shout out to @AMRAAM_Missiles for helping me edit this guide and make sure I didn’t go overboard.

Finally, this guide is by no means all-inclusive and all-encompassing. In fact, this guide is not meant to cover everything aside
from what is needed to get started (hence the name!). For further reading, I highly suggest giving the Eagle Dynamics F-15C
Flight Manual a read, which is located in the DCS install folder at DCS World\Mods\aircraft\[Flaming Cliffs] or [F-15C]\Doc. It
contains more information than you may think, and while it is almost 150 pages long it is well worth the read if you want to
know more.
Table of Contents
 The F-15C in DCS World: Page 4  F-15C Radar: Page 21
Using the Radar in the F-15C
Controls: Page 5


 Long Range Search (LRS) Radar Mode
 Cockpit Displays and Gauges: Page 7  Track While Scan (TWS) Radar Mode
 Automatic Acquisition (AACQ) Radar Modes
 Getting Started: Page 13
 Weapons: Page 26
 Starting Up the F-15C
 M61A1 Gun
 Taxi
 Missile Employment in the F-15C
Takeoff
AIM-9L/M Sidewinder


 Landing  AIM-7M/MH Sparrow
 Engine and Fuel Management  AIM-120B/C AMRAAM
Autopilot
Countermeasures and Defense: Page 32


 SRS Communication in Multiplayer
 Countermeasure Dispenser Set (CMD)
 Defensive Flying

 Air to Air Refueling (AAR): Page 34


 Procedures
 Communication
The F-15C is a powerful, fast and highly capable aircraft in both DCS and the
real world. The F-15 was originally worked on as far back as the middle of
the 1960s and entered service in the US Air Force in the middle of the 1970s,
but it was extremely advanced for its time and upgrades have allowed it to
remain in frontline service with several countries even today. Designed as a
true air superiority fighter, the F-15 has seen great success in modern
combat and has been adapted for multi-role missions with the newer F-15E
model being produced in the 1980s.
In technical terms, the F-15 is a high performance, supersonic, all-weather
air superiority fighter. It is powered by two Pratt & Whitney F100-PW-220
turbofan engines, which produce just under 15,000 lbs thrust at MIL and
almost 24,000 lbs thrust at MAX. The F-15 can reach airspeeds in excess of

The F-15C in
Mach 2 as well as fly at altitudes above 50,000 feet. It has eight stations for
weapons loading along with three available for external fuel tanks of 610
gallons in size. Missile armament consists of the AIM-9 Sidewinder family,

DCS World
the AIM-7 Sparrow family and the AIM-120 AMRAAM family. An internal
M61A1 20 mm cannon is located on the left-hand side (right-hand when in
cockpit looking forward) with 940 rounds. Internal fuel is around 13,000 lbs
(2,000 gal) with up to ~25,000 lbs (3,900 gal) with external tanks. Gross
aircraft weight is 38,000 lbs with a maximum takeoff weight of 68,000 lbs.
In DCS World the F-15C is a very powerful aircraft in the air-to-air combat
role, wielding the ability to load up to eight AIM-120 AMRAAMs and patrol
the skies for hours before needing to refuel. When pushed into a close
combat situation, the immense power of the engines combined with a
deadly cannon and quick Sidewinder missiles lets the F-15C excel all the
same. Even if placed into a historically-based scenario, limited to the
weapons that existed when it first rolled off the production line in the 1970s
and 80s, the Eagle stands atop the rest as the defining air superiority fighter.
Despite being what is known as a “low-fidelity module” (the lack of ability to
physically interact with the cockpit and limitations in some systems
simulations) it still has a highly detailed flight model and remains a favorite
of people who love to fly and sweep the skies.
Controls for the F-15C
The F-15C can be controlled using a variety of method, each having their own advantages and disadvantages. Although it is entirely possible to fly and fight in
the F-15 using only a keyboard and mouse, it is generally not seen as a pleasurable and enjoyable experience. However, due to the nature of being a low-
fidelity module there is not a lot needed and even a very low-cost flight stick (such as a Logitech Extreme 3D Pro, commonly sold for under $30 USD) can be
used with great success. Below is a list of the minimum recommended (as well as bonus extra) controls/buttons to be bound. If something is not listed, it is
possible to be used from the keyboard.

Minimum Recommended Recommended Controls


• Pitch/Roll/Yaw Axis Controls (in order of importance)
• Thrust Axis Control • TDC Slew Axis Controls / Target Designator
• Target Lock Up/Down/Left/Right
• Return to Search/NDTWS • Radar Vertical axis (controls antenna elevation)
• Countermeasures Chaff/Flare Dispense • Modes (Navigation/BVR/Close Combat)
• Weapon Fire (Gun Trigger) • Autopilot modes (Attitude and Altitude Hold)
• Weapon Release (Missile Launch)
• Weapon Change
• Trim Controls (Nose Up/Down, Left/Right Wing Down)
• View Controls (if no headtracking is available)
• View Center (if no headtracking is available)
Axis Controls for the F-15C
The axis controls for the F-15C include several different controls, including the pitch/roll/yaw as well as the throttle and TDC axes. Some people leave their axis
controls alone and never bother touching them, while others run highly modified curves and saturations that change how they fly. Axis tuning is a highly
subjective subject, and you should always lean more towards how your own flying feels with modified settings. I will list my own personal axis settings, but how
you set yours should be up to you. Test some out and see how it feels and don’t be afraid to change them however you want.
For reference, my control setup is a VKB Gunfighter Mk.III with the Modern Combat Grip PRO (no twist axis), the Virpil MongoosT-50CM3 and the VKB
T.Rudder Mk.IV. I also have headtracking.

Pitch TDC Slew Horizontal


• Deadzone: 2 • Deadzone: 0
• Saturation X: 100 • Saturation X: 100
• Saturation Y: 100 • Saturation Y: 60
• Curve: 32 • Curve: 0

Roll TDC Slew Vertical


• Deadzone: 2 • Deadzone: 0
• Saturation X: 100 • Saturation X: 100
• Saturation Y: 100 • Saturation Y: 60
• Curve: 32 • Curve: 0

Yaw
• Deadzone: 0
• Saturation X: 100
• Saturation Y: 100
• Curve: 14
Heads Up Display
Vertical Situation Display (VSD)
(this is the radar screen)
(HUD)

Tactical Electronic Warfare System (TEWS)

Cockpit
Multi-Purpose Color Display (MPCD) (also referenced as the Radar Warning Receiver or RWR)
(this shows your armament information)

Altimeter (Feet)

Displays and
Airspeed Indicator
(Knots and Mach)
Engine RPM and

Gauges for
Temperature

Fuel Quantity
the F-15C
Pitch Ladder
(dashed lines are below horizon) Heading Scale
(current heading shown with caret)
Horizon Line
Gun Cross
Angle of Attack (AoA) Scale Velocity Vector
(current AoA shown with caret)
(will only be shown in navigation mode)
Aircraft Waterline
Airspeed Scale (Indicated Airspeed)
(current speed shown with caret)

Altitude Scale
(current altitude shown with caret)

Current and Maximum Acceleration


(Read as 1.0 G and 9.0 G)
Current Navigation Waypoint
Distance to Waypoint
Note: If you need to adjust the HUD brightness, it can
be increased with [R.Ctrl + R.Shift + H] or decreased
Estimated Time of Arrival
with [R.Shift + R.Alt + H]

Heads Up Display (HUD)


ASE Circle
Allowable Steering Error; this circle will be small when far away and
grow larger as you close in
Steering Dot
The steering dot should be kept within the
Target Designator ASE circle and placed as close to the center
Shows you where the target is at as possible to get the best missile shot
An arrow/diamond underneath the target designator
indicates a valid missile shot

Angle Off Line / Tail / Bar Range Scale


Points to where the target is tracking; down is towards you and up is away
• Target Range & Closure Rate (knots) shown with caret
• Rmax / Rtr / Rmin indicators shown with thick bars
Missile Type and Number
A = AMRAAM A4C = 4x AIM-120C
M = Sparrow M3M = 3x AIM-7M Target Range
S = Sidewinder S2L = 2x AIM-9L (nmi)

Airspeed (Mach) Time To Missile Intercept


This will be replaced with AoA if you exceed 18 units Target Aspect
This is the time it would take the missile to fly to the intercept point and:
H = Head On • Activate its own radar (AMRAAM)
Post-Launch Missile Information T = Tail On • Impact the target (Sparrow and Sidewinder)
Time to Missile Active (AMRAAM) / Time to Missile Impact R / L = Right or Left “M” is shown for AMRAAM / “T” is shown for Sparrow / “S” for Sidewinder

Beyond Visual Range Mode HUD


Gun Ammunition and
External Fuel Tanks
Fire Rate Chaff and Flare
Count

Missile Type and Status


Multi-Purpose Color Display (MPCD)
Fun Fact: The MPCD screen shown in DCS is almost
entirely correct for one of the pages in the real F-15C.
Current Displayed
Maximum Range
(10/20/40/80/160)

Highest Elevation Scanned at


TDC Range
Target Designator Cursor
Lowest Elevation Scanned at
TDC Range
Horizon Line
Current Elevation Bar Scan Caret

Current Elevation Bar Scan


(1 – 6) Current Azimuth Scan Caret
Current Pulse Repetition Frequency
(HI / MED) Ground Speed (GS) True Airspeed (TAS)

Vertical Situation Display (VSD)


The TEWS is a complex system that consists of several sub-systems that all contribute to defining and
combatting the current threat from emitting sensors. If the RWR becomes too
cluttered, you can filter out
Included in the TEWS is the ALQ-135 Electronic Countermeasures Pod (ECM), the ALR-56C Radar Warning MiG-29 Fulcrum search contacts and only show
Receiver (RWR) and the ALE-45 Countermeasure Dispenser Set (CMD). Combined, these allow the pilot to (“hat” over the “29” indicates it is an airborne threat) threats that are locking you by
both detect and spoof potential threats. Diamond around the threat indicates it is pressing the RWR/SPO Mode
A Radar Warning Receiver functions passively to detect any radar emitting source, compute what the radar
considered the primary threat Change [R.Shift + R] key.
source is, and display it to the pilot. The result is a “threat ID” or “threat code” which is seen on the display.
Every emission source has a unique code associated with it and knowing what those codes mean may save
your life!

As an example, this display on the right shows three emission sources, a “29,” a “31” and a “6.” Most threat
codes are based off the NATO designation of whatever it may be. In this case, the “6” is the SA-6 Kub SAM,
SA-6 Kub Search & Track Radar
the “31” is the MiG-31 Foxhound, and the “29” is the MiG-29S Fulcrum. “Dome” over the top indicates it is the newest threat to appear

But wait! You only know that “29” is a MiG-29S because I said so! In truth, the “29” threat code is applied to
both the MiG-29 Fulcrum and the Su-27 Flanker family. Be cautious if you do not know the true identity of a
threat, the RWR is only one of many ways to figure out what something is.

In some cases, you may see a pair of letters on the RWR such as “BB,” SD,” or “CS.” These are typically ground MiG-31 Foxhound
search and tracking radars for large SAM sites with multiple units, and the letter pair comes from the NATO (“hat” over the “31” indicates it is an
designation for the radar. You can read more about what all the threat codes mean on the Hoggit Wiki. airborne threat)
The exact location of the threat code is not directly related to the distance the threat is at, rather it is the
radar emission strength. While being closer to a radar source will cause it to be received more strongly,
thereby causing it to be closer to the center, it is also possible that a threat indicator is close to the center
despite being further away than you might expect. Long range and powerful radars such as the MiG-31 and Ownship Indicator (Cross)
F-14 can quickly become a primary threat based on their radar power alone. Understanding the position of
threats on the display and how that may correlate to range can be the deciding factor on whether you are
ALQ-135 ECM Status (Diagonal Crosshair)
safe or about to stray too close to a deadly target. Empty = ECM is off
Flashing = ECM is powering on
Also be warned that the RWR does not discriminate between friend and enemy, any radar emission source will
appear on the RWR. It may appear that a “friendly” radar is searching or tracking you, most of the time this is
Steady = ECM is operating
simply how radar works and is usually not real threat.

Tactical Electronic Warfare System (TEWS)


Additional reading on RWR Threat Codes and Symbology:
https://wiki.hoggitworld.com/view/Threat_Database
Starting Up the F-15C
Taxi Procedures
in the F-15C
• After refueling and rearming is Normally the NWS has a range of
completed, close the canopy with +/- 15° which allows for smooth
[L.Alt + C] before you taxi out. turning, but if a tighter turn is
needed you can press and hold the
• Make sure to turn on the Navigation Nose Gear Maneuvering Range [S]
Lights [R.Ctrl + L] and Gear Light button to increase the nose gear
[R.Alt + L] if needed, as these will range to +/- 45°. Be careful when
help you see where you are going using this, as you can quickly turn
as well as make your presence too hard if you are fast, so consider
known to others on the ground. The slowing down before making a
Gear Light will toggle between Far sharp turn.
(multiple lights for very bright
illumination ahead, commonly used • If for any reason you need to
for landing), Near (a single light for disable the NWS, you can do so by
narrow illumination, used for pressing and holding the Nose
taxiing), and Off. Wheel Steering [L.Alt + Q] button. If
this is held down, the nose wheel is
• Slowly increase the throttle until you unlocked and free to move.
begin to move, then manage the
throttle to maintain a taxi speed that• When taxiing try to make smooth
is comfortable, manageable and and predictable movements. If you
safe. On the VSD (radar display) you can, stay on the marked taxi lines
can view your aircraft ground speed and obey common courtesy traffic
(indicated with a G). Best practice is laws if you encounter other people.
to taxi with a speed below 15-20 Keep your taxi speed under control
knots. by throttling down or use the brakes
if needed.
• The F-15C has Nose Wheel Steering
(NWS) always on by default. The
nose wheel is used to steer by
moving the rudder left or right.
Taking Off in the F-15C
• Line up the nose wheel with the runway center striped line and roll
forward a small amount to make sure that the aircraft is aligned, and the nose
wheel is pointed straight ahead.
• Use the Flaps Landing Position [L.Shift + F] or Flaps [F] button to put the
flaps down before takeoff. You can confirm by checking the FLAPS indicator
light, the F2 External View mode to see the flaps down, and the information
bar along the bottom will show “FLP: 99%.”
• Hold the Wheel Brakes [W] key and increase the throttle to reach an
engine RPM of 80%.
• When you are ready to takeoff, release the brakes and smoothly increase
the throttle to MIL (96% RPM). If you intend to takeoff in MAX (full
afterburner), push the throttle all the way through. You will hear several
“thumps” from behind which are the afterburner stages lighting off, followed
by the Fuel Flow Indicators spiking very high and a very noticeable increase in
acceleration.
• Maintain control of the aircraft by using the rudder and try to stay as close
to the center of the runway as possible. As your speed increases, the potential
for accidents increases dramatically. Use smooth and small corrections and try
not to react too quickly.
• When you reach 120 – 140 knots (depending on weight) begin to pull up
slowly to around halfway (do not attempt to pull straight up!) and the aircraft
will achieve a nose up attitude. As your speed increases past 150-160 knots,
pull up slightly further and the aircraft will takeoff.
• Once you see your altitude increasing along with your speed, press the
Gear [G] key and the gear will retract. Be careful not to lose sight of your
forward motion and fall back down to the runway. Use smooth pitch control
to maintain a constant angle and keep accelerating.
Be careful not to overspeed the landing gear on • As you reach 180-200+ knots, use the Flaps Up [L.Ctrl + F] or Flaps [F]
takeoff! Raise the landing gear once airborne button to raise the flaps. You may notice a decrease in altitude if you are still
and do not exceed 250-300 knots or else the slow or have placed your nose back down, so be careful to keep climbing.
gear may become permanently stuck. • Once you are safely up and away from the runway, you may decrease the
throttle back to MIL (speed will no longer be rapidly increasing and the fuel
flow will fall sharply) and begin your turn and climb to altitude.
Landing in the F-15C
• Standard landing procedure consists of varying parts: the overhead break, the
downwind leg, the base leg and the final leg. This is called the “overhead pattern”
although other landing patterns exist.
• Enter the pattern by flying perpendicular over the runway you intend to land on at
300-350 knots and a safe altitude. Once you are past the runway, turn in the direction
of the runway you intend to land on and fly parallel to it.
• Decrease speed to below 250 knots (use the speed brake if you need to), then deploy
the gear by pressing the Landing Gear Up/Down [G] key or the Landing Gear Down
[L.Shift + G], as well as the flaps with either the Flaps Landing Position [L.Shift + F] or
the Flaps [F] key.
• Once the runway is at around your 4-o’clock or 8-o’clock (positioned around in line
with your wing when looking back at it), make the base turn and fly until you can line
up with the runway. Then make the base to final turn and line directly along the
runway as best as you can.
• Decrease speed further until you arrive to the on-speed AoA, which is around 20-22
units (which is displayed on the HUD). It is not particularly difficult to crush the landing
gear if you come down too hard so maintain a steady descent.
• Approach the runway threshold (the part with the white stripes and large
arrows/chevrons) and be careful to fully pass over onto the runway proper, then slowly
decrease the throttles to IDLE and maintain your AoA as you settle down onto the
runway.
• Keep your stick pulled back and let the aircraft act as a large airbrake, which will help
to decrease speed very efficiently. Only use light brakes when you are performing an
aero-brake. Keep the aircraft waterline below 13° pitch.
• Under 90-100 knots, the aircraft nose will settle down onto the runway and you may
begin normal braking. Once you have slowed down enough to maintain smooth
control with Nose Wheel Steering, exit the runway at the earliest taxiway exit you can.
Engine and Fuel The fuel system is composed of four fuselage tanks and two wing tanks, along with external
fuel tanks that can be mounted under the wings and on the fuselage centerline. The F-15C in

Management
DCS is not able to mount conformal fuel tanks (CFTs). Fuel is transferred from the external
tanks to the internal tanks under normal conditions, meaning that the external tanks will be
drained of fuel first followed by the wing tanks and then the fuselage tanks. All fuel tanks can
be refueled both on the ground and in the air. Fuel boost pumps are present which allow the
aircraft to sustain negative G and inverted flight while still providing proper fuel flow to the
The F-15C has two Pratt & Whitney F100-PW-220 engines, which gives it very strong engines. The fuel quantity indicator includes both a mechanical dial and rotary drum to
acceleration and speed characteristics. The status of these engines can be monitored on the indicate fuel amounts. The pointer/dial gives a reading up to 12,000 lbs, with the top rotary
front right side of the cockpit dashboard. Included gauges and displays are engine tachometers counter providing a total fuel reading and the two lower rotary counters providing a “left”
(RPM), fan turbine inlet temperature (FTIT), fuel flow indicators, oil pressure indicators and and “right” reading for the currently selected source. The fuel source knob can be switched
exhaust nozzle position indicators. Each of these can be helpful when determining current with [L.Shift + D] and the sources available to monitor are:
engine behavior and diagnosing potential damage and failures. For example, you will see the
• FEED: the fuel remaining in the engine feed tanks, this will read a relatively static value
fuel flow indicators spike rapidly when engaging afterburner and the exhaust nozzles will
until very little fuel remains as the feed tanks are always kept full
quickly expand to the fully open position. Degraded engine performance after taking damage
can be noted if the indicators are not synced together between left and right. It is important to • INT WING: the fuel remaining in the internal wing tanks, both left and right
monitor these instruments every so often in order to maintain situational awareness about your
own aircraft and to assess the condition of the aircraft before, during and after combat. • TANK 1: the fuel remaining in the forward most internal centerline tank
• EXT WING: the fuel remaining the external wing tanks, both left and right; this will read
0000 when the tanks are empty
If you can do some quick mental • EXT CTR: the fuel remaining in the external centerline tank; this will read 0000 when the
math, you can see how long you tank is empty
can fly for by using the fuel flow
(pounds per hour) and comparing When the external fuel tanks are empty, they can either be jettisoned to shed excess weight
and drag or they can be kept to be refueled later. If you wish to jettison the external tanks
it with your total fuel quantity!
you need to press the “Jettison Fuel Tanks” [L.Alt + R] keybind and all three external tanks
will be jettisoned together. The total fuel quantities are as follows:
• Internal fuel only: 2070 gallons / 13,450 lbs
• Internal fuel plus external centerline tank: 2680 gallons / 17,400 lbs
• Internal fuel plus external wing tanks: 3290 gallons / 21,400 lbs
• Internal fuel plus three external tanks: 3900 gallons / 25,350 lbs
On the fuel quantity indicator is an adjustable BINGO index (an adjustable index is
commonly called a “bug”), which can be rotated both clockwise [L.Alt + D] and
counterclockwise [L.Ctrl + D]. When the fuel quantity falls below the set BINGO amount a
caution will appear and alert the pilot. There is also an independent FUEL LOW warning that
will appear when the feed tanks drop below a certain amount, indicating an emergency
(either you really have no fuel left or a fuel transfer pump has failed).
Autopilot
The autopilot in the F-15C can be somewhat confusing to operate, although it can
be very helpful when on longer flights or there is a need to maintain a specific
attitude. There are two autopilot modes available, the pitch/roll attitude hold and
altitude hold modes.
Pitch/Roll Attitude Hold
• Enabled by pressing the Autopilot – Attitude Hold [A; L.Alt + 1] button
• Attitude Hold will maintain the aircraft’s pitch and roll provided that you are not
at extreme attitude (within ±45° pitch and ±60° roll)
• This will allow you to maintain a specific pitch angle while climbing, or holding
a bank angle during an orbit
• With Attitude Hold enabled, moving the stick will activate Control Stick Steering
(CSS), which will temporarily disengage autopilot until you release the stick,
when Attitude Hold will engage and hold the new pitch and roll angles

Altitude Hold
• Enabled by pressing the Autopilot – Altitude Hold [H; L.Alt + 2] button
• Attitude Hold mode must be engaged before using Altitude Hold
• The altitude you are at when Altitude Hold is engaged is what will be selected,
so make sure to be as level as possible before engaging Altitude Hold
• Control Stick Steering will still disengage autopilot, and the new altitude when
autopilot re-engages will become the new selected altitude to hold
• Disengaging Attitude Hold will likewise disengage Altitude Hold together
SimpleRadio Standalone
Communication
DCS World does not (currently) have a built-in voice chat functionality, which is perfectly fine as we have
Ciribob to thank for creating the amazing program that is SimpleRadio Standalone, or SRS. SRS is an external
program that plugs into DCS and links it together along with LotATC, a controller software that lets people track
the location of all aircraft. SRS provides a way for players in a multiplayer server to communicate with each
other over simulated radio channels and frequencies by creating radios that the aircraft would have. In the case
of the F-15C it would be the ARC-164 which has two UHF radios paired together. With full fidelity modules you
are able to manually tune and program radios through the cockpit, however as it is a low fidelity module the
radios are only able to be manipulated by using the radio overlay. This is activated by pressing the “toggle radio
overlay” button the SRS panel. With the radio overlay opened you can perform a variety of functions such as:

• Changing the frequencies of all radios

• Selecting which radio is currently selected/active

• Changing radio volume

• Turning on and setting Mode 1 / 3 transponder codes, as well as activating Mode 4 IFF and IDENT function

The individual radios can have their frequencies changed to whatever is allowed by that radio, which for the
ARC-164 is the UHF band ranging from 225.00 MHz to 399.98 MHz. This does mean that the F-15C is unable to
reach the VHF band, but for gameplay purposes most multiplayer servers enable a setting in SRS that allows for
“expanded radios” that will give an extra radio or two to modules that have limited radio access. With the F-15C
you are given a magical ARC-186 that is a VHF radio, reaching from 116.00 MHz to 152.00 MHz. For easier
access, you can set keybinds for almost any function imaginable for SRS so there is no requirement to always
keep the radio overlay open. You could easily open the overlay when first starting up to program the radios
how you want and then close it, with the ability to change which radio you are using with any keybind you
want.

A note on Mode 3 transponder codes and Mode 4 IFF: SRS transponder codes are only used for LotATC
integration so that a human AWACS / GCI is able to see what you are squawking, it has no relation to in-game
DCS IFF at all.
F-15C Radar
Using the Radar in the F-15C

https://tawdcs.org/radar-f15/
Long Range Search
(LRS) Radar Mode
Long Range Search (LRS) mode is the default radar mode that will be seen
when the radar is turned on with the Radar On/Off [I] key. This mode can be
entered at any time by pressing the Beyond Visual Range Mode [2] key. The
HUD will switch to the corresponding display mode and the VSD will be ready
to use. The VSD is used to search for and acquire targets, using the Target
Designator discrete controls or the TDC Slew axis controls. The TDC itself will
move around on the VSD as you control it, and it works as a “gate” or selector
when placed over a contact. If you would like to designate the contact placed
between the vertical bars of the TDC you press Target Lock [Enter]. Doing so
while in RWS (which is the default mode when BVR mode is selected) will
immediately take that contact into Single Target Track (STT) mode. In this
mode all of your radar power is focused on that one target which allows you to
maintain a track on the target. The STT display on the VSD can show highly
valuable information such as target range, altitude, speed and even what
aircraft it is (through some magical tech you can learn about yourself called
NCTR). If you would like to undesignate the contact you now have in STT, you
can either press the Return to Search/NDTWS [Back] button or simple press
Target Lock [Enter] somewhere else on the VSD.
Track While Scan (TWS)
Radar Mode
Track While Scan (TWS) is a separate radar mode from the RWS mode that is
used by default. TWS generates what is called “trackfiles” which are radar and
computer calculations about a target’s speed, altitude, heading and course.
Multiple trackfiles can be stored at one time which is how TWS can be used
to prosecute an attack on multiple targets in quick succession. The “hits” or
“bricks” visible on the VSD are shown with both an altitude number (in the
ten thousands, so 34 is 34,000, 21 is 21,000 etc.) and a course line projected
from the brick. In order to keep the track file updated properly the radar must
scan each contact approximately every 2 seconds, which means that the scan
volume is limited.
Attacking targets in TWS functions almost the same as it does in LRS/RWS
except that you can designate multiple contacts. The first designated target
to be attacked is marked with the same symbol as in STT, with all following
targets becoming a hollow brick with an extra number attached to them
which is the launch order. After one missile is launched, the designated target
will switch to the next following the launch order. If you would like to take
one of the targets into STT mode, you can designate the target a second time
with the TDC. If there is a contact you designated but no longer wish to
target, you may slew the TDC over that contact and press the Return to
Search/NDTWS [Back] button to undesignate. The radar will be centered on
the TDC until you designate a contact, then the radar will remain centered on
whatever is the next target to be engaged.
Automatic Acquisition
(AACQ) Radar Modes
There will be situations where you are in a dogfight, the target you are going
for is too close, or you need to quickly lock onto a target in front of you, and
this is where the Automatic Acquisition (AACQ) radar modes are the most
helpful. As the name suggests, the AACQ modes will automatically lock onto
a target for you which cuts out the entire process of slewing the TDC around
on the VSD and designating a contact. The F-15C has two different AACQ
modes: vertical scan and boresight.
• Vertical Scan [3] presents a general aiming circle along with a vertical line
on the HUD, and the first aircraft to cross the vertical line is automatically
locked
• Boresight [4] presents a smaller aiming circle on the HUD, and the first
aircraft to enter the circle will be locked
AACQ is only able to lock a target within 10 nmi range, which firmly keeps it
only useful for Within Visual Range (WVR) combat. If you lock a target that
you did not intend to, or would like to select a different target, you may
reject the currently selected target by using the Return to Search/NDTWS
[Back] key.
M61A1 Gun

The M61A1 is a Gatling type 20 mm cannon which has a selectable rate of fire between LOW (4,000 spm) and HIGH
(6,000 spm). In DCS, the F-15C can only use HIGH, although it does carry 940 rounds which gives a large amount of
trigger time.

The M61A1 can be called up by pressing the Cannon [C] key. The gun is fired with the Weapon Fire [Spacebar] key,
which is different from the Weapon Release key. USAF aircraft have separate gun triggers and weapons release buttons
on the stick, which allows the gun to be fired at any time (so be careful that you don’t accidentally pull the trigger when
you don’t mean to). If you are in any of the combat modes the trigger is hot!
If the M61A1 is called up and you do not have a radar lock on a contact, two things will take place:

• the Lead Computing Optical Sight (LCOS) appear on the HUD to display a static aiming point for the gun

• the radar will enter the Auto Gun AACQ mode which is a ±30° azimuth / 20° vertical scan mode which will acquire
the first contact it can find

Without a radar lock on a target the gun must be aimed manually. If a contact is acquired, the gun reticle will switch to
the Gun Director Sight (GDS) mode, providing you with a dynamic aim point. A collapsing range clock inside the GDS
reticle will appear when within 1.4 nmi. If you place the aim point over the target and you have an accurate shot, then
the target designator box will be temporarily removed.
Missile Employment in the F-15C
While the F-15C can certainly hold its own in dogfight with the guns alone, the true
power of the Eagle comes from the large number of air-to-air missiles that it can
carry. The F-15 was revolutionary for its time with how large, fast and capable it
was in the air superiority role, and the ability to carry eight missiles along with its
level of flight performance was un-matched. Learning to use the various missiles it
can carry is critical to your success in clearing the skies with the Eagle.
Air-to-air missiles can be used in any of the combat modes, [2] through [6], with or
without a radar track on a target. The common range indicators for missiles are:
• Rmax: The missile’s maximum aerodynamic launch range, which is against a
non-maneuvering target
• Rtr: The missile’s maximum maneuvering launch range, which is against a
maneuvering and defensive target
• Rmin: The missile’s minimum launch range, which it cannot hit the target if
fired within this range
While you can launch a missile at any time, some of the big indicators of a valid
missile shot are shown below and to the right:
• Yellow lights on the canopy bow light up
• Arrow/diamond underneath the target designator
• “Shoot” audio cue (if “Radio Assists” setting is enabled)

Something to be aware of is that any missiles loaded on the belly stations (3, 4, 6,
7) need to “ejected” or dropped from the aircraft before the motor ignites,
meaning that at very low altitudes you may not be able to use them.
AIM-9L/M Sidewinder
The AIM-9 Sidewinder is a short-range heat-seeking (IR) missile. It does not use any on-
board guidance after acquiring a target and post-launch, meaning it is a true fire-and-
forget missile, as it only needs to keep seeing the target source of heat. The AIM-9L/M can
be used in the Beyond Visual Range [2] mode by using the Weapon Change [D] key, in any
of the AACQ radar modes as well as without a radar lock in the Longitudinal Missile Aiming
Mode/FLOOD Mode [6]. The Sidewinder has a typical range of less than 5 nmi, so it is
almost always going to be used within visual range. The AIM-9 is fired with the Weapons
Release [L.Alt + Spacebar] key.
When using the Sidewinder without a radar lock, the missile seeker is the primary “sensor”
that is used to both search and acquire a target. The seeker is caged/un-caged by pressing
the Longitudinal Missile Aiming Mode/FLOOD Mode [6] key. Note that using the Sidewinder
with the radar off will give you no indication if a contact is friendly or not, so make sure to
visually identify (VID) a target if you are closing in to launch without radar!
When used in the Beyond Visual Range [2] mode or any of the AACQ modes, the AIM-9L/M
can be slaved to the radar which makes target acquisition much easier and faster. With a
radar lock on a contact and the Sidewinder called up the seeker will automatically point at
the locked contact and be searching for it. As soon as it is possible the seeker will acquire
the target, simplifying the process.
Any time that the Sidewinder is selected, a low “growl” tone will be heard constantly which
means that the missile is powered on and searching for a heat source. If a heat source is
found the growl will change to a higher pitch tone which means it is tracking a target.
AIM-7M/MH
Sparrow
The AIM-7 Sparrow is a medium-range semi-active radar homing (SARH)
missile, meaning that is guided to the target using radar from an
“illumination” source (which is you!). The Sparrow is a much larger missile
than the Sidewinder, and it has a very powerful boost motor that gives it
much greater range as well, with the most optimal conditions giving the
missile a maximum range of over 30 nmi (although this is very rare and
would mean it is unlikely to hit).
The AIM-7M/MH can be called up in the Beyond Visual Range [2] mode as
well as the Longitudinal Aiming Mode/FLOOD Mode [6]. Because the
Sparrow is a SARH missile, it is highly desirable to have a clear radar track
on a target before firing. With a radar track established, the Sparrow can be
launched by pressing and holding the Weapons Release [L.Alt + Spacebar]
key. NOTE: The AIM-7MH Sparrow will always loft, while the AIM-7M Sparrow
will not loft. This is an artificial limitation.
If you need to guide a Sparrow without a radar lock, you must switch to the
FLOOD Mode [6]. This is a less efficient and very unreliable way to guide a
Sparrow which only works at closer ranges (within 10 nmi), so it is not
recommended unless you are unable to achieve a radar lock. Be warned
that there is almost no way to determine what the missile will guide towards
if there are multiple radar returns by the flood antenna, so you may
inadvertently hit a friendly if they are in front of you!
AIM-120B/C
AMRAAM
The AIM-120 Advanced Medium Range Air-to-Air Missile (AMRAAM) is a (surprise!)
medium-range active radar homing (ARH) missile, which means that the missile has its own
on-board radar seeker that is used to guide the missile to the target. When launched
normally the AMRAAM is guided towards the target by being given periodic updates on
the target position as it flies, then once it is within range of the target the missile will
activate its own radar seeker and guide itself to the target.
The AMRAAM can be used from the Beyond Visual Range [2] mode or any of the AACQ
radar modes. The AMRAAM is launched by pressing and holding Weapon Release [L.Alt +
Spacebar] key. With no radar track the AMRAAM is placed into VISUAL mode, which allows
the AMRAAM to be launched without a designated target. This is referred to as a “maddog”
launch as the AMRAAM radar seeker is active as soon as it launches, which allows for rapid
and close target engagement in a situation where acquiring a target is not possible or
would be too slow. This can effective but can also be dangerous, so be careful when
launching missiles without a radar track.
The AIM-120 AMRAAM can be a very powerful weapon when used properly and safely, but
it is also one of the greatest avenues for friendly fire and near miss incidents in DCS.
Learning how and when to use it, or not use it, is vital to succeeding in the multiplayer
environment and not ending up teamkilling.
• Once the AMRAAM is launched, it is not anyone’s friend. Whatever target it finds is the
one it will go after, whether you intended it to or not.
• If launched and radar track is lost, an AMRAAM will go active at 10 nmi from the
intended target, using the last information it received
• If there are multiple aircraft in the same area where the intended target is, it is anyone’s
guess as to which target the missile will go after. See above.
• If you launch an AMRAAM, it is expected that you will accept the responsibility for it
and whatever action it takes. See above. (Do you sense a pattern here?)
Countermeasures
and Defense
The F-15C possesses the AN/ALE-45 Countermeasure Dispenser Set (CMD) which provides for
chaff and flare expendable countermeasures. Two dispenser sets are installed on each side of
the aircraft underbelly, each with two magazines (or banks) of expendables. The standard
countermeasure load is 120 chaff (CHF) / 60 flare (FLR). These are used to counter and fool
weapons that might otherwise hit you. They are not guaranteed to work but they provide you a
fighting chance of surviving in combat, so use them wisely!
• Chaff is a collection of dozens of thin metal strips/shards, which can potentially give multiple
false returns to a radar. These would be used to fool either a SARH or ARH missile seeker,
which could end up becoming confused by the dispensed chaff and miss your aircraft. Using
chaff alone is usually not enough, and it is recommended to take defensive and/or evasive
action if you suspect or know a radar guided missile is locked onto you.

Countermeasure • Flares are burning pieces of metal (usually magnesium) that burn extremely hot in an
attempt to fool an IR/heat seeking missile. If a flare crosses into the path of the missile and
Dispenser Set your aircraft, there is a chance that the missile might mistake the flare for its original target
(CMD) (you) and go after the flare instead. Be advised that more modern missiles have advanced
seekers that can be resistant to flares. Using flares alone is almost always not enough, and it is
recommended to cut your throttle to IDLE and take evasive action. Use of afterburners will
render flares almost entirely useless.
You are able to monitor the number of chaff and flares remaining by viewing the MCPD, and on
the upper right corner of the front dashboard is a collection of indicator lights for when chaff or
flares are dispensed. Countermeasures can be dispensed in several ways:
• Countermeasures Chaff Dispense [Insert]: one (1) chaff bundle will be dispensed for each
press
• Countermeasures Flare Dispense [Delete]: one (1) flare will be dispensed for each press
• Countermeasures Dispense [Q]: one (1) chaff and one (1) flare will be dispensed for each
press
• Countermeasures Dispense Continuous [L.Shift +Q]: one (1) chaff and one (1) flare will be
dispensed every 3 seconds after press, pressing again will turn this off
The chaff and flare load can be adjusted in the rearm and refueling menu [L.Alt + ‘].
Defensive Flying
Defensive maneuvers largely depend on your energy state and range to a
threat, but common maneuvers are:
• Turning cold or turning around far enough to be heading away from
the threat. At high speed this can be very effective at evading a missile
or making an attack difficult as missiles expend far more energy in a
chase.
• Beaming, or heading at a perpendicular angle to the threat. This can
allow you to still maintain an offensive potential while reducing the
danger. You can quickly turn back into the target or escape if needed.
• Erratic maneuvers or flying unpredictably. Turning away and then back
in, changing altitude, or snake turns can make a threat confused or
hold fire until you close in. This can be dangerous as you expend
energy.
Although there are specific “timelines” and dogfighting maneuvers to be
used, there is no way to give hard and fast advice on how to fly when in
combat. Many actions will be made based on split second decisions with
as much information as can be gathered, so the only way to know how to
react in combat is to get out and practice. Understanding how your own
jet performs is the first step to being able to defeat others, so be sure to
test out the limits of F-15C doing evasive maneuvers at different altitudes,
speeds, weights etc.
Air to Air
Refueling (AAR)
Down / Up Forward / Aft
Refueling Radio Communications
To request air to air refueling, open the Communications Menu [\] and press Tankers [F6]. Then select the tanker that you intend to refuel
from, then press Intent to refuel. You will then hear:
“[Tanker callsign], [Your callsign] request rejoin”
The tanker will respond with:
“[Your callsign], [Tanker callsign] proceed to pre-contact at [altitude], velocity [indicated airspeed]”
Once you are in position just behind and below the boom, select Ready pre-contact and hear:
“Ready pre-contact”
If you are not in the proper position (too far away or too far off to one side), you will hear a response of:
“Return pre-contact”
If you are in the proper position you will instead hear:
“Cleared contact”
The tanker is now ready for you to connect. Once you have connected you will hear:
“Contact […] You are taking fuel”
If at any point during the refueling process you disconnect from the boom you will hear
“Return pre-contact”
Once you have received the maximum amount of fuel you can take, you will hear:
“Transfer complete, disconnect”
You are then free to depart from the tanker and close the refueling port.

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