              SECRET WEAPONS OF THE NACHTJAGDKORPS
                            ver. 1.2
                          User's Manual


INTRODUCTION:

     Secret Weapons of the Nachtjagdkorps (SWOTN) has been designed
to create a new, authentic, night-fighting environment for the
Lucasfilm game, Secret Weapons of the Luftwaffe. SWOTN covers
operations, tactics, and operational problems for both sides
between January 1943 and the end of the war. It also includes some
hypothetical material for those who are fans of "what if?"
scenarios. All aircraft have been recreated as best as possible
based on data from several sources to insure authenticity.
     SWOTN requires SWOTL 2.1 to run. The latest version of SWOTL
can be obtained by buying the He162 Volksjager or Do335 Pfeil add-
on disks. Since SWOTN, Russian Front, and AFRIKA (and all other
future modules) require SWOTL 2.1, it's a good investment to make.
     Using this program is done at your own risk.
     SWOTN will take a little over 1 Meg on your hard drive if you
already own Russian Front or AFRIKA (since all are compatible with
the .ORI format (explained below)). If you don't have these
programs already, SWOTN will cost you a little more memory.

I. INSTALLATION

     NOTE: I use C:\ in all examples below as the drive where
          SWOTL is installed.  If you have it installed elsewhere,
          just substitute your drive letter whenever you see "C:\"

     1. Backup ALL of your aircraft SPC files (located in the     
        C:\SWOTL\AC\ subdirectory), both US and German.
        Example:  COPY P47C.SPC C:\SWOTL\XXX\P47C.ORI,
          where XXX is the location of your mod aircraft files.
          (For SWOTLManager, this is suggested as \HANGAR).
        It is important to use the ORI extension instead of
        BAK, because debug automatically creates BAK files
        if you ever debug these files.
     
     Please note that this includes all Lucasfilm TOD aircraft
     (P80, P38J/P38H, He162, & Do335). If you don't own one or
     any of these expansion sets, here's what to do:
     Copy your favourite SWOTL aircraft's SPC file to a new
     SPC file corresponding to the TOD aircraft.
     (in the c:\swotl\ac subdirectory)
               COPY ME262A.SPC HE162.SPC (and DO335.SPC)
               COPY P51D.SPC P38H.SPC (and P38J.SPC and P80.SPC)
     Also create an ORI back-up file for each:
          COPY ME262A.SPC C:\SWOTL\XXX\HE162.ORI (and DO335.ORI)
          COPY P51D.SPC C:\SWOTL\XXX\P38H.ORI (and P38J.ORI and
               P80.ORI),
          where XXX is the subdirectory that you keep your mod
          aircraft in, for example \SWOTL\HANGAR, used with
          SWOTLManager. I recommend HANGAR because it is used in
          Russia, Afrika, and SWOTN, as you will see below.
     You will also need to create a corresponding icon file:
      (in c:\swotl\fe\) COPY ICN262.PAC ICN162.PAC (and ICN335.PAC)
                   COPY P51DICN.PAC P38ICN.PAC (and P80ICN.PAC)
     Finally, if you own NONE of the expansion disks, you will need
     to create a "fake" CAMOEXP.PAC file:
     (in c:\swotl\ac\) COPY CAMOFLAG.PAC CAMOEXP.ORI              

     There! Now the computer has been fooled! <g>

     2. Make back-up copies (ORI extension, again) of all the
        SWOTL files listed below, placing the ORIs in the same
        directory as the "real" files.

C:\SWOTL  FRONTEND.OVL
          NOTCAMP.OVL
          DEMO1.DEM
          DEMO2.DEM
          FLIGHT.OVL
          DATA.OVL
            
C:\SWOTL\FE    TARGETS.STR         SCHOOLA.PAC
               MENUS.PAC           SCHOOLG.PAC
               CREDITS.PAC         BGERMSTR.PAC
               CAMPTEXT.PAC        BAMERSTR.PAC
               HISTA.PAC           BRIEFSTR.PAC
               HISTG.PAC           COLOR.PAC
               PLNICONS.PAC

C:\SWOTL\AC    VGA.PAC
               CAMOFLAG.PAC
               CAMOEXP.PAC
               
     3. Copy the SWOTN files into the appropriate directories.
        If you obtained SWOTN by mail from me, its a simple matter 
        of moving to each directory on the SWOTN disk and copying
        all the files to the corresponding SWOTL subdirectory
        on your hard disk.  Ex:  COPY B:\FE\*.* C:\SWOTL\FE
        Some copies may have all the files in a particular
        directory zipped up together to conserve disk space,
        although I try to avoid zipping since I find it often
        creates errors. Use PKUNZIP to get them out and into
        the proper SWOTL directory on your hard disk:
           PKUNZIP FILENAME.ZIP X:\SWOTL\Y,
        where X is the letter of the drive SWOTL is located,
        and Y is the path to the SWOTL subdirectory ( same as
        the one you are copying from) - \SWOTL, \FE, \CP, \AC,
        \HANGAR, \MIS.
     If you obtained SWOTN via a BBS or have a zipped copy,
     you'll need to unzip the whole thing and copy the SWOTN
     files to the indicated directories below. If you place your
     downloads on a floppy as I do for safety, be sure and copy
     SWOTN .ZIP over to hard drive "holding directory," since SWOTN
     is too large to unzip on most disks.
     
C:\SWOTL  FRONTEND.NIT        DEMO1.NIT
          NOTCAMP.NIT         DEMO2.NIT
          DATA.NIT            FLIGHT.NIT
         
C:\SWOTL\FE    TARGETS.NIT         MENUS.NIT
               CREDITS.NIT         CAMPTEXT.NIT
               HISTA.NIT           SCHOOLA.NIT
               HISTG.NIT           SCHOOLG.NIT
               BGERMSTR.NIT        BMCMDSTR.NIT
               BRIEFSTR.NIT        COLOR.NIT
               PLNICONS.NIT

C:\SWOTL\AC 
               P38.PAC        P38S.PAC
               JU88A1.PAC*    JU88A1S.PAC*
               ME110A.PAC*    ME110AS.PAC*
               DO17.PAC*      DO17S.PAC*
               *=these are the BOB import graphics and are not
               included in downloaded copies of SWOTN; these
               must be obtained separately.
C:\SWOTL\CP    All INT files.
                  COPY (location of SWOTN) *.INT C:\SWOTL\CP
               All PNL files.
                  COPY (location of SWOTN) *.PNL C:\SWOTL\CP     
                         
C:\SWOTL\HANGAR (or wherever you store mod aircraft)
               DO217J2.EXP         DO217N2.EXP
               BF110G4.EXP         FW190N.EXP
               HE219A7.EXP         HE219A5R.EXP
               HE219B2.EXP         JU88C6.EXP
               JU88G7.EXP          JU388J2.EXP
               JU388J4.EXP         ME262B.EXP
               GO229B.EXP         
               TA154.EXP           TA254.EXP
               BEAUFTR.EXP         P61A.EXP
               P61B.EXP            HALIFAX.EXP
               LANC.EXP            MOSQ6.EXP
               MOSQ17.EXP          
     Note that each .EXP file has a corresponding .TXT file, which
     must also be copied over to \SWOTL\HANGAR. These text files
     are essentially for use with SWOTLManager, and are duplicated
     in this document. Basically, these text files are
     "expendable;" keep them only if you want. After copying these
     TXT files, DELETE each of them from your "working directory,"
     since you'll need to use a COPY *.TXT for the mission text in
     a moment.
               Also copy in these "weather" files:
               NITEFIRE.CLR        NITEOWL.CLR*
               NITESNOW.CLR*       MOONLIT.CLR*
               NITE1.PLN*          NITE2.PLN*
               *=if you do not use SWOTLManager
     NOTE: If you place these files in another directory, you MUST
           change the SWOTN.BAT files so that SWOTN installs the
           aircraft correctly.
C:\SWOTL\MIS   All MIS files.
                  COPY (location of SWOTN) *.MIS C:\SWOTL\MIS
               All TXT files.
                  COPY (location of SWOTN) *.TXT C:\SWOTL\MIS

Remember, if you don't put these files in the correct place, the
installation program will not function as it should. The location
of the aircraft EXP files does not matter AS LONG AS you change the
SWOTN.BAT file to reflect the subdirectory where you store them.
This goes for other file locations as well.


II. BEGINNING PLAY!!!!!!!

1. At the C:\SWOTL prompt, type:  SWOTN X, with X being the drive
letter on which you have SWOTL installed.  This BAT file
automatically copies all the aircraft into the correct slots
and all the SWOTN files over their SWOTL counterparts.

2. Now activate Anthony's SWOTL Manager TSR program, if you have it
and are capable of running it with SWOTL.  At the C:\SWOTL prompt,
type:    SM

3. At the C:\SWOTL prompt, type:  SW to start the game.....

4. SETTING THE LIGHT LEVEL
     SWOTN uses some files which make things dark, but not dark
enough.  To enhance the darkness to the "correct" level for which
this module was designed, here's what to do:
     When the credits/demo screen pops up, reach up to your monitor
and turn down the brightness knob, which normally sits in a middle
"groove," halfway through a turn.  Turn the brightness down until
the black on the green+black fighters blends perfectly with the
ground on the demo. This should be the correct light level.
Remember, if you can see just fine, IT'S NOT DARK ENOUGH! <GGG>.
     In addition, I do not recommend playing the game at greater
than MEDIUM DETAIL level. HIGH and HIGHEST levels add more color
that detracts from the "night."

III.  PLAYING SWOTN

1. TRAINING MISSIONS:
     At least one training mission is present for each major SWOTN
aircraft type.  These missions usually have you flying aircraft
with combinations of unlimited damage, ammo, fuel, or all 3.  One
mission out of each group will be a "real" one, but these are much
easier than those found under the "Historical Missions" category.
This is a good place to practice those elusive Schrage Musik
techniques, as well as get a good feel for the capability of an
aircraft you might not know too much about.  See the next section
for an explanation of the aircraft types in the menu bars.
2. HISTORICAL MISSIONS:
     This is the MEAT of SWOTN. There are 66 Historical Missions
between the two sides, and each major aircraft is covered by at
least 3.  Some explanation of the categories is needed:  BRIT.
INTRUDERS refers to the Bristol Beaufighter in this case, although
in some other situations the Mosquito FB.6 is also lumped in here.
In any case, this is where to go to fly the Beau.  The LANCASTER
icon lets you fly missions in both Lancasters and Halifaxes.  The
MOSQUITO topic gives you missions for the FB.6 and NF.17 versions
of this aircraft.  On the German side, EARLY NF refers to the
"early" night fighters - the Bf110G-4 and the Do217-series.
     All the missions experienced here have some basis in fact.  A
good majority are based upon actual historical dates and
encounters.  Others are based around known standard operations when
precise histories were unavailable (the P-61 is a good example of
this).  The experimental aircraft have their missions based upon
probable operational roles and contexts.
     If you are playing the Germans, you will almost always face
many more bombers than you can possibly shoot down. This has been
done to increase realism.  The scores of a single pilot (unless you
were Heinz-Wolfgang Schnaufer <g>) would never prevent the British
from achieving an operational objective. No matter what, the
British bombers always got through. The Germans recognized this,
and concentrated on causing such attrition among Bomber Command
crews that the British would give up (and they did, for a few
months, after the Germans won the Battle of Berlin), instead of
actually preventing the bombing of a city.  So, its all in how far
you will go to shoot down that next bomber.  How far CAN you go
before someone blows you to Valhalla?  It is worth mentioning that
German pilots who actually engaged SIGNIFICANT enemy formations on
a given night rarely returned home unless they were out of ammo,
fuel, or were damaged. They pushed it to the brink against huge
numerical odds.

NOTE: If you don't use SWOTL Manager, you will need to consult the
MISSION KEY (MISSKEY.TXT) to find out what sort of aircraft and
weather are used that may deviate from what SWOTN originally
installed.  Then, you can copy the correct .CLR and .EXP files in
before you play SWOTN. Here's how this works: If you needed to
copy in the He219B-2 for the "Mosquito Net!!!" mission, you'd
COPY X:\SWOTL\HANGAR(or equivalent)\HE219B2.EXP
X:\SWOTL\AC\DO335.SPC
This copies the He219B-2 file over the Do335. If you needed to use
NITEFIRE.CLR instead of NITEOWL, you'd
COPY X:\SWOTL\HANGAR(or equivalent)\NITEFIRE.CLR
X:\SWOTL\AC\VGA.PAC
This copies the NITEFIRE weather file over the normal (day) weather
file. To get back to normal in either case, you'd
COPY X:\SWOTL\AC\FILENAME.ORI X:\SWOTL\AC\FILENAME.SPC or PAC

KEY INFORMATION!!!!!!!!!!:
    If you want the ultimate realism for SWOTN, use the following
guidelines for use of the Briefing Map:
On the briefing map (not the in-flight map), you should only click
on those aircraft icons that are on the same side as you. I.e.,
Germans should only look at other German aircraft; British look
only at British, etc. This enhances the suggestion of radar, since
your radar cannot determine the actual type of an aircraft.
    Also, the weapons loadouts for the Beau, the Mossies, the
Do217J-2, and the P61B were changed after making the missions. As
a result, loadout anomalies may appear in the CENTER RACK list on
the Weapons Screen. Disregard these, as they have no effect on game
play and are not used.

3. THE BRIEFING:
     The briefing contains vital information about how the mission
should be played.  Depending upon which side you're playing, the
following will appear at the top of the screen:
WEATHER:
INSERTS:
MIN.TIME:
RADAR:
     WEATHER: lets you know if a special weather file such as
NITEFIRE.CLR needs to be inserted before you play.
     INSERTS: lets you know if a special aircraft file needs to be
inserted before you play.  For example, a message like "DO217J2
replaces Do217N-2 in Bf109G6 slot," means that you need to copy the
DO217J2.EXP file into the BF109G6.SPC file to cover up the Do217N-2
originally found there.  Usually this is a "suggestion," such as in
the 'Mosquito Net???' He219 mission which is designed to let you
test all 3 Uhu variants against the Mosquito threat. Sometimes, as
in the case of the Do217J-2 and N-2, its a matter of making sure
the aircraft and time periods match.
     MIN.TIME: is used on the German side to let you know how long
the time should run before the game can fairly end.  One problem
with SWOTL is that bailing out and quitting prevents the other side
from achieving its objective.  In SWOTN, if you get shot down, you
should turn the time to x16 and wait until the indicated MIN.TIME,
which is the last possible moment for an Allied bomber to strike
its target.  The point is, even if you have to jump for it, the
Brits are still heading for their target.  It's only fair to wait
and let them blow up what you left undefended <g>.
     RADAR: is used to tell you how to use the map.  This category
will usually list a radar system, which may be followed by some
qualifying remarks. IF THERE ARE NO REMARKS, YOU CAN USE THE MAP AS
YOU NORMALLY WOULD.  If you play the Germans, you will frequently
see your radar jammed - meaning you can't use the map. If you fly
a British bomber, you will only be able to use the map to get info
on waypoints. When building the bomber missions, I have tried to
make all their waypoints end up on a target of some kind (usually
bridges) so that you can click on this icon and get the bearing. 
There is one exception to whatever limitations are placed upon your
radar: all aircraft can use the map when they are absolutely ready
to fly home to a base (almost all night-flying aircraft had some
sort of approach reciever to help them land at night). The only
exception to THIS is the Fw190 Wilde Sau; it may NEVER use the map,
since it has NO avionics <g>.  The Germans also have various
passive sensors (Naxos, Flensburg), which may be used (unless
otherwise noted) to merely see the map. Thus, you can get a general
direction to a target, but since you can't CLICK your mouse on the
enemy icon, you can't determine its altitude and bearing. 
Please try to stick to these rules; many of the missions in SWOTN
are built around trying to FIND enemy aircraft who are changing
altitudes and courses to elude you.

RADAR AND YOU:
Here's a list of radars in SWOTN, and how they affect the game:
Serrate (UK): Passive detector for German search radars. Full use
     of map, except during Sept-Nov, 1943, when the Germans used
     Wild Boar no-radar techniques.
SCR-720 AI (USA): Intercept radar fitted to the P-61A.  Full use of
     the map at all times.
SCR-720C AI (USA): Intercept radar fitted to the P-61B. Full use of
     the map at all times. Usually augmented by APS-13 Tail Warning
     Radar.
AI MkVIII, MkX (UK): Standard Brit. intercept radars. Never   
     significantly jammed. Full use of map.
FuG 212 Lichtenstein C-1 (Ger): Early German search radar. Jammed
     by Window from July, 1943 on, so the map may only be used up
     until this date.
FuG 220b Lichtenstein SN-2 (Ger): Replacement for the C-1 which was
     not affected by Window. First used in Dec.1943, it was jammed
     by mid-July, 1944. After this date, SN-2 does not allow map
     use.
FuG 218 Neptun, Neptun VR (Ger): Entered service during the spring
     of 1944; jammed by Sept., same year. Later VR versions
     restored some of its capability. No map from Sept, 1944 on
     unless otherwise indicated.
FuG 350 ZC Naxos (Ger): A passive sensor for H2S radar used on RAF
     bombers. Allows see-map use only, starting in March, 1944.
FuG 240 Berlin (Ger): An advanced centimetric-wavelength radar that
     of which only a few copies were made by the end of the war.
     Allows full map use.
FuG 244 Bremen (Ger): Similar to Berlin above. Allows full map use.

4. TOURS OF DUTY AND CAMPAIGN GAMES:
     Here's where things get tricky.  SWOTL does a poor job of
translating day fighting into night fighting. In fact, it doesn't
do it at all.  Night actions usually involved single aircraft
separated by large spaces. SWOTL likes to set up TOD missions where
you fly in big groups and face off against enemies coming 10 at a
time.  But you'll have to bear with that <g>.
     What's tricky is that SWOTN TODs can't handle the P-61s at
all.  SWOTN doesn't like P-61s and Lancasters (& Halifaxes) in the
same mission - it shuts down and gives you that nasty "Too many
Plane CEDs" message.  This prevents you from flying P-61 TODs since
the computer will place you in situations where you are escorting
bombers (which the P-61 never did anyway).  Also, if you play any
other aircraft, you'll have to compensate for this problem by
copying other planes over the P-61A and P-61B. Otherwise, the
computer may once again stick Lancs and P-61s together - CRASH!
     So, if you're playing in the early war, copy the BEAUFTR.EXP
into the P51B.SPC file and the MOSQ6.EXP file into the P51D.SPC
file. If you play in a late-war environment, copy the MOSQ6.EXP
into P51B.SPC and the MOSQ17.EXP into the P51D.SPC.  This solves
the problem, except that these aircraft appear as P-61s on the
briefing map, but your Combat Record screen will show the correct
results.
     There's another problem.  For some reason, the computer
doesn't like the JU88A1.PAC graphic files imported from BOB. The
more of them you use, the higher the likelihood of crashing there
will be.  Here's how to minimize your risk when using the aircraft
which use this graphic (Mosquitos, Beaus, Ju88s, Ta154s):
     Avoid using any more JU88A1-equipped aircraft (listed above)
than you just have to.  If you are playing a TOD, its a good idea
to copy the He219A7 file into the FW190 slots to cover up the Ju88
and prevent this from happening. If you are playing a campaign
game, I recommend replacing the Ju88 in a similar manner with
the Do217J-2, Fw190N, or He217A-7. Also, copy the Ta154 file over
into the Me163 slot, so that the R&D option will work correctly.
Unfortunately, there's no way to get rid of JU88A1 graphics from
the Allied side; all their fighters use it!  With judicious
management while building custom missions, this problem doesn't
crop up.  It only happens during the TODs and Camp.Games when SWOTL
gets happy with large numbers of aircraft. In campaign games on the
Allied side, it also helps to fly your bomber group in without
escort <gasp!>(no JU88A1-equipped Mosquitos and Beaus).  Although
it certainly makes for a deadly game, it's also more realistic
historically.
     Lastly, playing a late-war TOD or campaign game may present
you with some oddly-colored planes. As it turns out, there are few
aircraft which have hex codes that make both their early and late
camo schemes reasonable for night-fighting. Therefore, I opted to
choose those codes which would allow generally acceptable camo
jobs for EARLY CAMO.  This means that when SWOTL uses LATE CAMO in
late-war TODs and CGs, you may get a few pink aircraft, or silver
bombers.
NOTES SPECIFIC FOR CAMPAIGN GAME:
    In order to give you a better feeling about how the night war
was conducted and what Bomber Command's objectives were (as
compared to the American viewpoint on bombing), Munitions Factories
have been universally changed to Residential Areas. The
accompanying stats in the campaign game reflect this with values
such as "Trained Labor Force Levels at:??%" and specific values
such as "Number of workers x1000:??"
    Remember, your radars only work at certain times as per this
chart:
FuG 212 Lich.C-1    Jan'43-Jul'43  Do217s, Ju88C-6, Bf110G-4
FuG 220b Lich.SN-2  Dec'43-Jul'44  Do217N-2, Ju88s,  Bf110G-4,
     He217s
FuG 218 Neptun      May'44-Sept'44 Ju88G-7, He217s, Ta154,Me262B-1a
FuG 240 Berlin      Mar'45-????    Ju88G-7, Me262B-2a
FuG 244 Bremen      May'45-????    Go229B
5. BRITISH RANKS:
     Pilot Officer        2Lt.
     Flying Officer       1Lt.
     Flight Lieutenant    Cpt.
     Squadron Leader      Maj.
     Wing Commander       Lt.Col.
     Group Captain        Col.
     Air Commodore        Gen.

6. SCHRAGE MUSIK AND YOU:

     Schrage Musik is life insurance for SWOTN.  If you don't learn
how to use it, you may not do too well.  For those who do not know,
Schrage Musik was an installation of cannon (usually multiple 20mm
or 30mm weapons) mounted on the top of German nachtjagers, firing
forward and up (60-70 degress was typical).  This allowed German
pilots to fly beneath British bombers and attack them from below.
Since British bombers had no ventral turrets, they were essentially
defenseless against this attack.  Using this weapon in SWOTN takes
quite a bit of skill, even though all the Schrage Musiks in SWOTN
are movable across a small vertical arc to make it easier. You must
match vectors with the target bomber and fly 200-500ft. beneath it,
slowing down as you come up under the bomber.  If you make your
approach too high, you can come into the firing arc of the bomber's
tail gun. Also, if you fail to take out the bomber on one pass,
dive away from it before you enter the firing arc of the nose guns!
     Why should you use it?  Because sooner or later, if you use
"standard" attacks, an RAF air gunner will shoot out your engine,
forcing you to abort your mission.  Or he may just blow you up
outright.  It's all in how far you push to get that next kill.


7. GRAPHICS TROUBLE
You may experience several graphics anomalies that warrant some
discussion.  When flying against aircraft using graphics imported
from Battle of Britain (BOB), you may see them appear in a variety
of poses inconsistent with their direction of flight. For example,
a common sight is a Bf110 standing on its tail while executing a
level turn. No - there's nothing wrong; it's just a slight
incompatability between SWOTL and BOB. It does not affect the
actual flight characteristics of the aircraft at all.  Secondly,
when using schrage musik guns or "special" gun positions (rear
gunner, etc.) on fighters, graphics lines may appear when you fire
your guns. Once again, these lines have no real effect - they're
just there and cannot be corrected.  Third, some views from inside
certain aircraft may produce "grey areas." These areas are the
result of poor matching when different interiors have been combined
to create a "mod" interior. For example, the Ta154 Moskito uses a
P38 dash, Me262 wings, generic mirror, and Me163 rear corners. One
corner usually ends up skewed due to matching with the P38 parts.
You'll have to live with this, too <g>.

IV.  AIRCRAFT

Here's what goes in which slots:
P47C           Bristol Beaufighter
P47D           Mosquito FB.6
P51B           P-61A Black Widow
P51D           P-61B Black Widow
B17F           Handley-Page Halifax
B17G           Avro Lancaster
P38H           Mosquito FB.6 (again)
P38J           Mosquito NF.17
P80            Bf110G-4 (for graphics purposes - NEVER CHANGE!)
Bf109G6        Do217N-2
Bf109G10       Bf110G-4
Fw190A5        Ju88C-6
Fw190A8        Ju88G-7
Me262A         Me262B-2a
Me163B         Fw190A5 Wilde Sau
Go229          Go229B Fledermaus
He162          Ta154A-1 Moskito
Do335          He219A-7/R1 Uhu


BRISTOL BEAUFIGHTER:

The Bristol Beaufighter was designed in spite of silly British Air
Ministry specifications (for fighters with turrets) with the simple
objects of being able to destroy anything in front of it and being
able to be produced quickly.  Since the "Beau," as it became known,
was made of tested parts and assemblies from the Blenheim and
Beaufort sister aircraft, it was quickly constructed and flown only
6 months after its inception. Production line interruption was
minimal, since it utilized existing components. The Beau, though
rather slow (330mph), had a formidable armament for its day: 4 20mm
Hispano cannon.  After it proved itself in the night Battle of
Britian, the Beau was refitted continously with new avionics to
keep it up-to-date. With Serrate passive detectors, the Beau played
an important role as an intruder during the early years of the
bomber offensive.  Beaus would bomb and rockets German night-
fighter bases to disrupt their operations and give the bombers a
chance.


NORTHROP P-61 (A&B) BLACK WIDOW:

The P-61 was the first aircraft ever ordered specifically as a
night fighter.  Its gestation period was rather long (the
specification was laid down in Jan. 1941, and the aircraft entered
service in mid-1944), and thus the P-61 missed a good portion of
the war, essentially arriving in the European TO in time to mop-up.
While slower than its British counterparts (who rejected it in
favor of more Mosquitos after testing), the P-61 was just as
maneuverable, stronger, and - in the B-models with the dorsal
turret - carried more firepower.  Most P-61As were built without
turrets, as buffeting problems were encountered.  The P-61B saw the
reinstatement of the turret (4 x .50 cal MGs), and the addition of
hardpoints for the carriage of up to 6,400 lbs. of bombs or fuel
tanks.  Normal intruder bombload was 2 500-lb. bombs. The fuselage
gun armament on both aircraft was 4 20mm cannon. The P-61B was
rather slow (366mph compared to 372mph for the P-61A), sacrificing
speed for the turret which provided all-around coverage for the
upper hemisphere.  P-61s operated from bases in England and France
during WWII. Activate the turret on the P-61B by pressing <G><5>.

HANDLEY-PAGE HALIFAX Mk.6:

The Halifax began life as a disaster and worked its way up.  When
first issued to Bomber Command, crews hated the aircraft; it was
too slow, poorly armed, and never carried as big a bomb-load as
other bombers.  Further development improved the aircraft
dramatically, increasing defensive firepower and speed (to 285mph),
and it saw service in many different roles until the end of the
war.  It was only capable of carrying 2000-lb bombs, since the bomb
bays were too small for anything larger, although the Halifax was
capable of hauling greater weights.  In order to keep the bombload
less than 8 (for bombing purposes), 8 x 1600-lb. bombs have been
used in this mod.  The Halifax Mk.6 had a .50 cal nose gun, and
quad .303 turrets in both the tail and beam positions.  Access the
gun turrets as per the B-17:
<G><8> = nose
   <5> = dorsal
   <2> = tail
This aircraft has a bombsight <B> and an autopilot <A>.     


AVRO LANCASTER:

This was the most famous British bomber of WWII, and certainly the
best.  It was unexcelled in the European TO in bomb-carrying
capacity, ruggedness, and maneuverability.  With its many
strong points, it was a dangerous opponent to the Germans; hard to
kill as it corkscrewed down away from nachtjagers, deadly with its
air gunners in three turrets (nose, dorsal, tail), quick on its way
to a target (287mph top speed at 11,000ft.), and lethal while
raining 4000-lb. bombs upon German cities.  With modification it
could carry the 12,000-lb. "Tallboy" or 22,000-lb. "Grand Slam"
bombs.  Before mid-1944, the normal load for "lancs" was 12 1000-
lb. bombs. To keep the game load below the 8-bomb practical limit,
this load is represented by 8 1600-lb. bombs.  After mid-1944, the
Lanc was habitually armed with the 4000-lb HE bomb.  I chose not to
include incindiaries as they were hard to duplicate in effect and
bomb-dropping mechanism.
Access the gun turrets as per the B17:
<G><8> = nose
   <5> = dorsal
   <2> = tail
This aircraft has a bombsight <B> and an autopilot <A>.
This mod was designed by Chris Rice, with a few changes by TFD.
DeHAVILLAND MOSQUITO (FB.6 & NF.17):

The Mosquito was an excellent aircraft that almost wasn't.  It was
developed by the DeH company in late 1938 as a private venture, but
the British Air Ministry showed no interest until 1940, when it was
reluctantly ordered as a fast reconnaisance aircraft.  As it turned
out, the "Mossie" was adaptable to many different roles, excelling
at all of them.  Nearly 8000 were built, of many different types. 
The most important of these as far as the Bomber Offensive was
concerned were the FB.6 day/night fighter-bomber/intruder (2584
built - more than all other models), and the NF.17 night fighter. 
The FB.6 and its bomber descendents were capable of carrying a
fairly heavy bomb load over long distances and with great safety,
flying at a maximum speed of380mph. It was armed with 4 20mm cannon
(300rpg) and 4 .303 Browning MGs (500rpg), plus a wide variety of
bombs.  The NF.17 was an outstanding machine, proving deadly to its
German counterparts when the RAF finally had enough of them to send
over Germany with its bombers.  With a top speed of 410mph and
excellent maneuverability, it was truly a war-winning aircraft. It
was armed with 4 20mm cannon (500rpg), and the option to carry 2
500-lb. bombs on intruder missions. SWOTN uses the FB.6 mod in a
fairly generic way - by changing the weapons load (and the time
period), you roughly simulate the FB.6, B.9, or B.16 models.  The
NF.17 is used as the basic night fighter, since most later nf
models differed only in avionics and slight engine changes.


DORNIER Do217 (J-2 & N-2):

Early on in the night war, it had become obvious that the Bf110 was
not a perfect fighter by any stretch of the imagination. 
Unfortunately for the Nachtjagdkorps, the best available aircraft
for night fighting - the Ju88 - was only being produced in fighter
versions at an extremely lethargic pace.  It was decided to develop
a night fighter version of the Do217 medium bomber as an interim
nachtjager until deliveries of Ju88s were adequate.  The Do217 was
plainly ill-suited to night fighting, with its large size, weight,
and slow speed, but the program was continued anyway.  The first
model to see action during Bomber Command's "true" offensive
(beginning March 5-6, 1943) was the Do217J-2, which had
Lichtenstein C-1 radar installed in a "Mattress" nose array. Other
than the deletion of the bomb bay and redesign of the nose, it was
identical to its bomber ancestors, retaining ventral and dorsal
turrets. Its primary successor, the Do217N-2, increased speed from
304 to 311mph, did away with the turrets, replaced the 4 20mm MGFF
cannon with 4 20mm MG151s, and added 4 similar weapons in a schrage
musik arrangement.  Both versions also had 4 7.9mm MG17s mounted in
the nose.  Production was phased out in late 1943. Here's how to
activate the gun positions:
Do217J-2: <G><5> = dorsal turret
             <0> = ventral turret
Do217N-2: <G><5> = Schrage Musik


MESSERSCHMIDT Bf110G-4:
The Bf110G-4 was a late model of the relatively unsuccessful
series of heavy fighters that the Germans employed during the war,
and the first version specifically built to carry air intercept
radar. The Bf110 suffered from the lack of maneuverability and not
enough power throughout its production. The later models suffered
even more from more weight and drag inducing devices and despite
their uprated engines were marginal performers.  The Bf110G-4
incorporated the changes previously introduced to the plane
by the previous members of the G-series and had a number of field
conversions designed for it that were similar to the Rustsatze used
on the G-2 zerstorer. Rustsatz 1 included the use of the 37mm BK3,7
cannon, but its use necessitated the elimination of the two MG151
20mm cannon in the nose of the plane to house the ammunition for
the BK3,7 suspended below the fuselage in a wooden pod. Rustsatz 2
added a GM1 methanol-water injection system to boost engine power
temporarily, the tank being located between the pilot and the rear
gunner/radar operator. Rustsatz 3 replaced the normal 4 7.9mm MGs
with twin MK108 30mm cannon. The Bf110G-4 had Schrage Musik guns,
consisting of a pair of 20mm MG151 cannon fixed at an angle upward
of about 70 to 80 degrees. This weapon employed a devastating
munition round that had an explosive charge and it could knock a
four engine heavy bomber from the air with a mere 3 hits.
The top speed of this plane was only 348 mph clean and thus was an
easy prey for most Allied fighters. The plane was defended by a
rear gunner equipped with twin MG81Z machine guns. The MG151 cannon
were made an option on this plane along with the BK3,7 cannon. That
way you have the choice of the standard armament of 2x Mk 108 30mm
cannon and 2xMG151 cannon or the 2x Mk 108 30mm cannon and the
BK3,7.  Press <G><5> to use the Schrage Musik guns, and <G><2> to
access the rear gunner. The original aircraft (Bf110G-2) was
designed by Keith Heitmann, with slight conversion by TFD.


HEINKEL He219 UHU (A-7, A-5/R5, B-2):

On the night of June 11-12, the He219 night fighter received
its first combat test.  MAJ Streib, the Gruppenkommandeur of
I/NJG 1, flew the He219A-0 and shot down five British bombers
in the course of the evening.  Generalfeldmarschall Milch was
hard to impress, though.  His comment was, "Yes, they are
enthusiastic about this aircraft as it shot down five on its
first sortie.  One can hardly  ask more, but perhaps Streib
would have shot down as many bombers had he been flying
another aircraft!" Regardless, the work on the He219 "Uhu" (Owl)
continued, and it became regarded as one of the finest night
fighters of WWII.
The primary model represented is the He219A-7/R1, which had 2 x
MG151 20mm cannon (300 rpg), 2 x Mk108 30mm cannon (100
rpg), and 2 x Mk103 30mm cannon (100 rpg), all firing
forward.  It also had 2 x Mk108 30mm cannon (100 rpg) in the
"Schrage Musik" configuration, firing forward and upward at a 65
degree angle.  The pilot was protected by a 335 pound frontal armor
shell, with an armored glass screen, and both crewmembers had
ejection seats. Top speed was 416 mph at 22,965 feet with a
cruising speed of 391 and a range of 960 miles.  The ceiling was
41,660.  Climb rate was 1810 feet/minute.  The Schrage Musik guns
are activated by pressing <G><5>.  This mod was designed by Gregory
Smith.
Two other versions of this warplane are included for your
experimentation;  the He219A-5/R4 and the He219B-2 were variants of
the Uhu developed as potential counters to the Mosquito menace. 
The He215A-5/R4 was a Rustsatze (field conversion set) that added
additional fuselage space for a third crewman to act as rear
gunner. The cabin roof hump that resulted from this installation
imposed severe drag penalties, reducing speed to 382mph.  To save
weight, only 2 20mm cannon were mounted in the ventral tray.
Activate the rear gunner by pressing <G><2>. This variation proved
unsuccessful against the Mosquito due to the speed loss.
The He219B-2 was another attempt to fulfill the same task.  It used
higher-power engines and reduced weight to increase speed. In fact
most of the armor was removed, and all of the guns save 2 20mm
MG151s and the Schrage Musik weapons were deleted. A special high-
altitude wing was used, giving better maneuverability due to larger
control surfaces. Top speed was (estimated based on engines)
437mph.


JUNKERS Ju88 (C-6 & G-7):

The Ju88 was, after 1943, the mainstay of the Nachtjagdkorps.  It
was a decent night-fighter, and had the bonus of being easily
produced, which is why Feld-Marschall Milch preferred it to the
more capable He219.  The Ju88G-7 was the ultimate expression of the
Ju88-series nachtjagers to reach production.  It began to reach the
Nachtjagd in late 1944, differing from other G-series aircraft in
having new engines augmented by MW50 (methanol-water) injection and
new radar equipment.  G-7a, b, and c subvariants differed in the
type of radar installed, mounting SN-2, Neptun/Neptun VR, and
Berlin N-1a, respectively. Armament was 4 20mm MG151 (200rpg), 2
identical weapons in a Schrage Musik installation (200rpg), and a
rear gun station (MG131). With MW50 boost, the G-7 was capable of
389mph flight.
The Ju88C-6 was the predecessor to the G-series, and was
essentially a conversion of the day zerstorer (destroyer).  The
addition of Lichtenstein C-1 radar was the only thing that
differentiated the day and night C-models, at first. By late 1943,
SN-2 radar was available for the C-6a model. Armament was 3 x 20mm
MGFF (120rpg), 3 x 7.9mm MG17 (930rpg), 2 x 20mm MG151 (200rpg) in
a Schrage Musik arrangement, and one aft-firing MG131 (750rds). 
the additonal guns, avionics, and armor led to a severe reduction
in speed (to 263mph), with the result that the G-series with better
engines and redesigned wings was finally developed by 1944.
On both aircraft, use <G><5> to activate Schrage Musik, and <G><2>
to use the rear gunner.
I have included 2 experimental Ju88 variants for your own use,
although they do not figure into SWOTN's missions.  These are the
Ju388J-2 and the Ju388J-4.  The Ju388 "Stortebeker" was a
progressive development of the Ju88-series sanctioned by Milch. 
The Ju388 was one of the few aircraft to survive the cutting
associated with the Emergency Fighter Program. The J-2 was to be
the definitive night-fighter, armed with 2 20mm MG151 (180rpg) and
2 30mm MK108 (110rpg), 2 20mm MG151 (200rpg) in a Schrage Musik
arrangement, and a MG 131Z/FA 15 remotely-controlled tail turret
(twin MG131s). It was to carry FuG 218 Neptun radar with the
Morgenstern-style aerial enclosed in a wooden nose cone, and FuG
350 Naxos Z to detect British H2S radar.  Top speed was estimated
at 362mph.
The Ju388J-4 replaced all the aforementioned weapons (except the
tail turret) with a "weapons tub" mounted beneath the fuselage,
this housing 2 50mm MK114 cannon, each with 21 rounds (estimated).
This aircraft could have been used as a night fighter or nocturnal
ground attack platform.

MESSERSCHMIDT Me262B-2a:

The Me262A was initially used as a night fighter, operating with
Wilde Sau tactics beginning in 1945.  When greater numbers of the
Me262B 2-seat trainer became available, it was decided to convert
some of them into Me262B-1a night fighters. The only change made
involved the addition of Neptun V radar, and the Naxos passive H2S
detector.  This aircraft operated briefly with Kommando Welter-
10./NJG11 over Berlin before the end of the war. The Me262B-2a was
planned as a definitive night-fighter, with a lengthened fuselage
to accomodate extra fuel tanks, and incorporating Neptun V in a
Morgenstern-style aerial (in a nose cone to reduce drag). FuG 240
Berlin radar dishes were planned to be fitted when that advanced
radar became available.  Twin 30mm Schrage Musik guns were mounted
astride the rear dorsal cockpit fairing. The Me262 had already
proven itself more than a match for the Mosquito;  the Me262B-2a
would have had even better performance, since there would be no
drag from radar aerials.  Activate the Schrage Musik guns by
pressing <G><5>. This mod was designed by Gregory Smith.


FOCKE-WULF Fw190A-5 WILDE SAU:

In mid-1943, Major Hajo Herrman formed an experimental Kommando of
single-engined fighters to fight at night using no radar.  They
would rely upon light from cities, searchlights, flares, and
explosions to illuminate their prey.  As it turned out, making
interceptions in this way wasn't as difficult as many had first
believed, and Herrman was called upon to defend the Reich with his
Wilde Sauen (Wild Boars) after Window knocked out the German radar
network in July, 1943.  Soon all nachtjagers were ordered to adopt
the so-called Wilde Sau tactics, operating exclusively over the
cities.  This aircraft is the generic Fw190A5 from SWOTL;  the only
change has been in the use of an 85g belly tank fitted to all Wilde
Sau single-engined fighterS.

GOTHA (HORTEN) Go229B-2 FLEDERMAUS:

This is the proposed 2-seat nightfighter version of the Go229B
flying wing, which made it to final assembly before US forces
captured the Gotha factory.  Performance would have been slightly
slower than the Go229 (accounted for), but I kept the armament the
same. I also elected to retain the bomb-carrying capacity, figuring
that the Go229B would have been the ideal intruder aircraft, had it
ever actually made it to the Nachtjagdkorps.  No other aircraft
could have carried 2 x 2205-lb. bombs that fast for nocturnal
ground attack.  In SWOTN I refer to this aircraft as the
"Fledermaus" (Bat), in view of its obvious nighttime appearance.


FOCKE-WULF Ta-154A-1 MOSKITO:

According to German propagandists, this was to be the Teutonic
Mosquito. With enough development, it is possible it could have
been not an equal, but a superior aircraft. In common with the
Mosquito, the Ta154 was constructed largely of wood, which was both
damage-resistant and lightweight.  The Ta154 had the heavy armament
of 2 20mm MG151 (200rpg) and 2 30mm MK108 (110rpg), coupled with a
top speed of 404mph.  Flight testing showed it to be VERY agile,
and test pilots were quite pleased.  Fate was against the Moskito,
however, as constructional problems arose. Glue was used to fit the
wooden components of the aircraft together, but the new glue used
on the Ta154 ended up rotting critical parts and joints, causing
crashes.  Engines fires were also encountered, but the program was
cancelled before this teething problem was solved.
I have also included the Ta254B-3 for your experimentation. This
was a planned upgrade of the Moskito which added more powerful
engines (w/ MW50 injection), giving it a top speed of 448mph <!>.


V. ENDING THE GAME
     When you leave SWOTN, at the C:\SWOTL prompt, type: 
               NOSWOTN X,
     with X being the drive letter where you have SWOTL installed. 
Everything will automatically be copied back to normal.
V. THANKS, ETC.

My thanks to everyone on Prodigy's SWOTL GROUP who helped with this
project, including Greg Smith, Keith Heitmann, Erik Novales, Eric
Jimerson, Marcus Harris, Norman Finkelstein, Chris Rice, and many
others who threw their 2 cents worth in to (hopefully) make this a
better game.
Special thanks must be extended to Anthony Shimizu, who did
virtually all the "color work" you see in SWOTN - exterior camos of
aircraft, weather, etc.  This would not have been possible without
him.
Anyway, I hope you find this enjoyable and educational.  I learned
a lot making it.  If you have questions, suggestions, or faint
praise, drop a note to:  Tom Dungan  NNPJ65A, Prodigy

Final word:  Please do not sell this product or charge any fee for
its use. This is freeware! It is not an attempt to infringe upon
Lucasfilm's fine SWOTL product; it is an ACCESSORY which will
hopefully increase the longetivity of the game. All owners are 
authorized and encouraged to pass SWOTN along to friends and up-
load it to any PBBS or BBS. After all, it's no use making things
like this unless a lot of people get to use it. My only request
is that you refrain from altering any of the files prior to dis-
tribution unless I have sanctioned such a change. This will allow
the upgrade process to be centralized and universal. However,
please feel free to create and distribute custom mission sets for
SWOTN - I hope to see some in the future, and I'll probably be
working on some myself <g>.