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Disclaimer:

The following description and usage data is exclusively for gaming


purposes. It is not meant to be used while flying any real aircraft. All
description and symbol are merely fictional and even if they
resemble/show as realistic in some aspects these are only meant for
SF2 series games.
The presented aircraft and weapons are purely fictional and envision a
probable development line of the Ye-8 prototype based on certain other
test aircraft and wing solutions of the time under experimentation, yet
could contain artistic deviations from actual structural solutions.
The provided cockpits are merely fictional and their symbols, operation
and inner workings are strictly for and used by the strike fighters game
environment. They are not real representations of actual cockpit of
the aircraft and differ in several places/functions.
Creators of these Aircraft mods as members of CombatAce site:

Aircraft 3d work: Logan4


Cockpit 3d work: Logan4
Aircraft FM: Gepard, Cliff7600, Logan4
Aircraft avionics: Cliff7600, logan4
Skin files and decals: Gepard, logan4
Cockpit files: Logan4, Cliff7600
There are certain texture sections that were borrowed from the Su-17
project which were originally created by Stary
Thanks for 76.IAP-Blackbird and Flogger23 for the original KS-3 seat
and KKR-1 pod, a modified version of them used in the pack.
Big thanks to members of CombatAce for helping and answering our
questions and in sorting out some of the issues we got while creating
this mod.

Modding and distribution of files are allowed and limited according to


the CombatAce Freeware Licensing agreement.
Aircraft designations used by this package:
MiG – Ye-8 MF: Basic fighter/interceptor with limited A/G
capability
MiG – Ye-8 ML: Upgraded fighter/interceptor with limited A/G
capability
MiG – Ye-8 144: interceptor with limited A/G capability
MiG – Ye-8 144ov: interceptor with limited A/G capability
MiG – Ye-8 Bis: Upgraded fighter/interceptor with A/G capability
Since the Aircraft's original designation were used by a different
fighter family made by the manufacturer that are also part of
the SF series, the experimental Ye-8 designation is used for this
fictional family of aircraft based on a fictional 'evolution' line

Aircraft Descriptions
(all aircraft and cockpit information are for every type unless noted
otherwise at the given AC/pit description)
MiG – Ye-8 MF:
This aircraft resembles the single seat basic fighter / interceptor
variant with limited A/G and reconnaissance capability. Also for WP
air forces.
Primary roles: Cap, Sweep, Escort, Intercept
Secondary roles: recon, Armed-recon, Strike, Cas, Sead, Anti-ship
The type features 5 hardpoints, 2-2 underwing and 1 fuselage stations
where 1-1 underwing and 1 fuselage station are set for wet load.
A2A armament: Soviet origin Irm, Sahm
A2G armament: Soviet origin free fall weapons
It has 1 * 25mm built in cannon with 200 rounds.
The AC is set up with a multi-function radar with 120 km of detection
range, minimal rwr sensors and with limited self-defense in form of on
board jammer, chaff and flare.
The AC also able to carry external versions of self-defense equipment,
can carry an external recon pod.
Canopy operation: SHIFT+7

MiG – Ye-8 MF Weapon stations and loadouts


The original AC has 5 stations, yet with multiple type of weapon
racks/rails. we tried to include as many specialized pylon and station
variant as much the game engine allowed. Even so there are
compromises we have to leave with, which means in some weapon /
station arrangement you will see a slightly unrealistic setup or
position and in case using later years the AA-8 missile false double
loadout could happen if this is manually selected.
The aircraft also comes with a dedicated fictional R-9 missile family
that are loosely based on actual missile prototype experiments even if
their basic or final layout are not matching the provided weapons.
*since the game handles some weapon type identical as EOGR items they are included under that
MiG – Ye-8 ML:
This aircraft resembles an upgraded single seat fighter / interceptor
variant with limited A/G and reconnaissance capability. Also for WP
air forces.
Primary roles: Cap, Sweep, Escort, Intercept
Secondary roles: recon, Armed-recon, Strike, Cas, Sead, Anti-ship
The type features 5 hardpoints, 2-2 underwing and 1 fuselage stations
where 1-1 underwing and 1 fuselage station are set for wet load.
A2A armament: Soviet origin Irm, Sahm
A2G armament: Soviet origin free fall weapons
It has 1 * 25mm built in cannon with 200 rounds.
The AC is set up with a multi-function radar with 120 km of detection
range, minimal rwr sensors and with limited self-defense in form of on
board jammer, chaff and flare dispensers.
The AC also able to carry external versions of self-defense equipment,
can carry an external recon pod.
Canopy operation: SHIFT+7

MiG – Ye-8 ML Weapon stations and loadouts


This AC has 5 stations, yet with multiple type of weapon racks/rails.
we tried to include as many specialized pylon and station variant as
much the game engine allowed. Even so there are compromises we have
to leave with, which means in some weapon / station arrangement you
will see a slightly unrealistic setup or position and in case using later
years the AA-8 missile false double loadout could happen if this is
manually selected.
The aircraft also uses the dedicated fictional R-9 and R-14 missile
families that are loosely based on actual missile prototype experiments
even if their basic or final layout are not matching the provided
weapons.
* since the game handles some weapon type identical as EOGR items they are included under that
MiG – Ye-8 144:
This aircraft resembles a cranked delta single seat interceptor variant
with limited A/G and reconnaissance capability. Not exported.
Primary roles: Cap, Sweep, Escort, Intercept
Secondary roles: recon, Armed-recon, Strike, Cas, Sead, Anti-ship
The type features 7 hardpoints, 3-3 underwing and 1 fuselage stations
where 1-1 underwing and 1 fuselage station are set for wet load.
A2A armament: Soviet origin Irm, Sahm
A2G armament: Soviet origin free fall weapons
It has 1 * 25mm built in cannon with 200 rounds.
The AC is set up with a multi-function radar with 120 km of detection
range, FLIR, minimal rwr sensors and with limited self-defense in form of
on board jammer, chaff and flare dispensers.
The AC also able to carry external versions of self-defense equipment,
can carry an external recon pod.
Canopy operation: SHIFT+7

MiG – Ye-8 144 Weapon stations and loadouts


This AC has 7 stations, yet with multiple type of weapon racks/rails.
we tried to include as many specialized pylon and station variant as
much the game engine allowed. Even so there are compromises we have
to leave with, which means in some weapon / station arrangement you
will see a slightly unrealistic setup or position and in case using later
years the AA-8 missile false double loadout could happen if this is
manually selected.
The aircraft also uses the dedicated fictional R-9 and R-14 missile
families that are loosely based on actual missile prototype experiments
even if their basic or final layout are not matching the provided
weapons.
* since the game handles some weapon type identical as EOGR items they are included under that
MiG – Ye-8 144ov:
This aircraft resembles an ogival delta, single seat interceptor
variant with limited A/G and reconnaissance capability. Not exported.
Primary roles: Cap, Sweep, Escort, Intercept
Secondary roles: recon, Armed-recon, Strike, Cas, Sead, Anti-ship
The type features 7 hardpoints, 3-3 underwing and 1 fuselage stations
where 1-1 underwing and 1 fuselage station are set for wet load.
A2A armament: Soviet origin Irm, Sahm
A2G armament: Soviet origin free fall weapons
It has 1 * 25mm built in cannon with 200 rounds.
The AC is set up with a multi-function radar with 120 km of detection
range, FLIR, minimal rwr sensors and with limited self-defense in form of
on board jammer, chaff and flare dispensers.
The AC also able to carry external versions of self-defense equipment,
can carry an external recon pod.
Canopy operation: SHIFT+7

MiG – Ye-8 144ov Weapon stations and


loadouts
This AC has 7 stations, yet with multiple type of weapon racks/rails.
we tried to include as many specialized pylon and station variant as
much the game engine allowed. Even so there are compromises we have
to leave with, which means in some weapon / station arrangement you
will see a slightly unrealistic setup or position and in case using later
years the AA-8 missile false double loadout could happen if this is
manually selected.
The aircraft also uses the dedicated fictional R-9 and R-14 missile
families that are loosely based on actual missile prototype experiments
even if their basic or final layout are not matching the provided
weapons.
* since the game handles some weapon type identical as EOGR items they are included under that
MiG – Ye-8 Bis:
This aircraft resembles a single seat fighter/interceptor variant with
A/G and reconnaissance capability. Also for WP air forces.
Primary roles: Cap, Sweep, Escort, Intercept
Secondary roles: recon, Armed-recon, Strike, Cas, Sead, Anti-ship
The type features 9 hardpoints, 3-3 underwing, 1-1 wingtip and 1 fuselage
stations where 1-1 underwing and 1 fuselage station are set for wet
load.
A2A armament: Soviet origin Irm, Sahm
A2G armament: Soviet origin free fall weapons
It has 1 * 25mm built in cannon with 200 rounds.
The AC is set up with a multi-function radar with 120 km of detection
range, IRST, rwr sensors and with self-defense in form of on board
jammer, chaff and flare dispensers.
The AC also able to carry external versions of self-defense equipment,
can carry an external recon pod.
Canopy operation: SHIFT+7

MiG – Ye-8 Bis Weapon stations and loadouts


This AC has 9 stations, yet with multiple type of weapon racks/rails.
we tried to include as many specialized pylon and station variant as
much the game engine allowed. Even so there are compromises we have
to leave with, which means in some weapon / station arrangement you
will see a slightly unrealistic setup or position.
The aircraft also uses the dedicated fictional R-9 and R-14 missile
families that are loosely based on actual missile prototype experiments
even if their basic or final layout are not matching the provided
weapons.
* since the game handles some weapon type identical as EOGR items they are included under that
Cockpit Functions and Symbols
(as mentioned at the front of this manual all cockpit information are
fictional even if they resemble actual operation of a real pit and were
meant to be used only in Strike Fighters games; all functions and
symbols are for every type unless noted otherwise at the given pit
description)

Important : Cockpit labels and legends use russian names and letters
wherever is possible
Subsystems
All pits share the same layout arrangement only difference is with
weapon station indicators and HUD symbols.
HUD
The pit uses the standard SF hud symbols, so we not going to list each
type as everyone is familiar with them.
Additional items included:

1 – HUD with generic symbols


2 – Gun select indicator light
3 – In range indicator light
Radar Screen
The pit uses the standard SF radar symbols, so we not going to list
each type as everyone is familiar with them.

1 – Radar screen with generic symbols and system modes, being used
also to show imagery of reconnaissance pods
General aviation instruments
This area includes instruments displaying various AC parameters.
1 – G-load dial
2 – AOA indicator dial
3 – Chute release handle
4 – Airspeed indicator in km/h * 100
5 – Artificial horizont and roll/bank indicator with side slip ball
6 – Vertical Velocity (climb/descend) indicator, in m/s, combined with
bank indicator with +/- 45 degree limit and side slip ball
7 – O2 level dial – works with mission timer function
8 – Gear release handle
9 – Gear status indicator panel, also displays air brake and flap
statuses
10 – Pressure altimeter, in meters, supports heights up to 30000m
11 – Radio Altimeter, in meters, supports height displaying to 600m
12 – Compass with built in course and course deviation markers
13 – Weapon station panel – Yellow : store loaded; Green : store
selected.
14 – Mach Number indicator
15 – Clock
16 – Low altitude light - set to 100m
General system instruments
This area includes instruments displaying various system parameters.
1, 1a – Warning light panels
2 – SPO-15 RWR indicator (functions implemented as much game engine
allowed)
3 – Inlet wedge position indicator
4, 4a – various hydraulic pressure indicators
5 – Engine RPM indicator in %
6 – Fuel quantity indicator in Liters * 1000
7 – Engine temperature indicator
8 – Ammo indicators – Left : built in canon; right : external gun pods
(unfortunately not fully supported by game engine so it displays total
ammo for guns)

others
There are various switches, levers and lights that are enabled to move
/ work to imitate actual operational cockpit to the limit as the game
engine allows

Cockpit differences by type


Previously the MF pit was displayed in pictures, instrument 'numbering' is
identical unless noted otherwise.
ML variant

13 – Weapon station panel – Yellow row : stores loaded; Green row :


store selected – also displays if more available from given weapon.
9 – Environmental system panel (cabin altimeter, O2 % feed, O2 usage,
cabin pressure differential)
144/144ov variants

1 & 2 – combined AOA and G-load dial


17 – Waypoint direction
18 – Waypoint distance
6 – Fuel quantity indicator in Liters * 1000 with separate needle for
external amount indication
Bis variant
6 – Fuel quantity indicator in kilograms * 1000 with tank status
indicator lights and expected flight distance displaying (only shows
possible distance on optimal condition, with the use of burner numbers
will change rapidly)

We hope that you are going to have as much fun flying these aircrafts
as we had while creating them for you.

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